Woah!
A snake roguelike!
That's really cool actually
Impressive!
Hats off to you
We made the game in a local 36 hours window of the jam, so there wasn't much time to add another game mode (we added easy mode when we had about an hour left as a half joke)
Also the graphics are this way because it was made with pico8, so there are many limitations (but that's the fun in it, at least for me)
Interesting ideas, we'll think about it.
Regarding the 1 nodes- you're not the first person to point that out.
My thought initially was that I like these places in the puzzles not being empty.
As you pointed out, the puzzles also reflect the narrative and the in-game character's mind, so I felt that the ability to make it one filled node instead of a whole mattered.
Thanks for the kind words!
We wanted to give the player complete control over the order in which the story pieces unravel.
We did keep the part where things go wrong behind more difficult puzzles, both because we wanted to encourage players to try and face simpler ones and unravel other pieces first and because accessing these memories should be more difficult for the in-game character, mentally.
I am curious though, would you do it so that you have to unlock at least one puzzle before moving to the next folder?
Maybe... that some puzzles require a specific amount of solved puzzles before the player may see them?
I do find it kind of overly restrictive but this could have a positive affect on the player's perception of the narrative.