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Gave it a desktop run. Movement is clean and bump-to-attack lands once you find something to bump. Two honest notes. (1) The page says it avoids guidance, but I could only have learned the 3-shovels / push-walls-to-dig rule and the one-key-plus-chest-pair-per-level rule from the bottom text box. If discovery is the point, let me learn the shovel rule the hard way, by wasting one. (2) I moved roughly 25 tiles and never met a monster, so the fight-or-retreat decision, the actual hook, never triggered for me. I would want the first encounter inside the first screen or two. Small feel note: the camera recenters on me every step, so I stay pinned to the same pixel and the maze scrolls under me; a short lerp or a fixed player offset would read calmer. Movement itself feels good. Keep going.

Thanks! This was really useful feedback.

I’ve changed the level generation so that at least one enemy appears fairly close to the starting position. You were right: if the main hook is deciding whether to fight or retreat, the player should get that decision early instead of wandering through an empty maze first.

I’m keeping the shovel hint for now because a few other players completely missed what the shovel icon meant. But I was really happy that you understood the idea of “discovery itself being part of the game” — that has actually been one of the core concepts from the beginning.

Thanks again!

I've updated the game. Give it a try!