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(1 edit) (+3)

It feels very reminiscent of the game Minit - forcibly restart after X amount of time, but you are able to go farther because you've figured out what you're doing. The fact that you aren't told what you're doing and you have to figure it out each level is a interesting aspect to this. It sounds like on paper that would be bad game design, but actually it all gets wrapped into the learning that happens in your initial exploratory runs, so it feels like it's supposed to be underexplained, in addition to the obvious "figure out all the rooms in the level and where things are and what the best path between them all is."

The difficulty on these is a little high, I will say. The first level I had to do a couple of times even having figured out a good route in order to complete it; even then, I barely finished, with only 1 second left.

(+1)

Yeah Minit was definitely a design inspiration. Glad that design experiment worked out, for the most part!

If we had more time, we would have definitely tried to balance the levels better for difficulty. As is we actually added 10 seconds to the first level right at the end and even that wasn’t enough 😅

Thanks so much for playing and for the constructive criticism!