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Neat game, the fact that it organically hints about the trick to the player is good design.

But, I have to be that guy and point out that to be a roguelike requires procedural generation/randomness. Simply having a lack of checkpoints/saves is not enough.

I wasn't sure about that, thank you for explaining it to me. I deleted the line about the game being a roguelike. And thank you for playing the game and for your comment!