Very interesting concept.
The starting tutorial text goes away really fast, and there is little tutorial on your actual goal. But it is not that hard to understand after some tries. The grid map could be larger.
I really felt like I had hurry to the next pocket of air. The sound and visuals helped to carry that weight!
Some feedbacks I feel can help the project:
It gets old quickly. To mitigate this, you could add some branching paths on the map. So the player have an extra layer of strategy instead of simple memorization and execution. With this, some new rooms could be added too, like a room with an extra treasure, a room with some kind of upgrade, a room with a monster that require some extra thing to do, etc.
Sometimes there is a very long section without air pockets in which you end up fighting the input delay/cooldown and the transition animations, which didn't felt so good. This could be mitigated with a clearer feedback of when you can input, and if you are still holding the direction when the input can be read, the input is validated. It could also be a balancing issue. Maybe add some extra logic to the map generation to avoid longer passages without any air pockets.
But I really liked the concept, the aesthetics and the emotion dynamic It generated. Great work!








