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Really cool concept, I had a similar idea a while back. Liked how I got tense the longer and farther I explored, but couldn't find the exit. Also liked how there are 3 different types of enemies to slip by.

I was uncertain if the camera lagging behind was intended or not. Is it a trade-off for going too fast, or was it supposed to be ahead of the character when moving (would make it a little easier to see ahead)?