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Thanks for the comment! I don’t think your suggestion would be in-line with the game I set out to make, however. Bombs dropping along with hammers would give the impression that your boss is deliberately malicious, when what I’m actually intending to portray is a boss who’s so indifferent to their employees’ welbeeing and/or so ableist that they overestimate the abilities of workers, push them to work harder than they really can, and then blame the worker when they fail to live up to the unattainable standard set for them.

Thus, this game is designed in such a way that if it was the case that you could rush indefinitely, you would be able to not only work indefinitely, but do so rather easily; the workload never increases to a point that this would even be difficult if that assumption held true. Deliberately, the only reason it doesn’t hold true is because rushing breaks the tiles you’re walking on, and because you can’t even move at walking speed in a location where there are no tiles left.

Basically, in Tile Crunch, you’re playing as an invisibly disabled worker whose disability isn’t being taken seriously. Able-bodied workers, by contrast, would control the same, except their tiles would never crack. In other words, tiles in this game represent the same thing as spoons in spoon theory.