It's possible to get stuck in at the beginning of the starting corridor between the beginning wall and the first two cubicles, because once you enter one of them you go too fast to be able to leave. I thought the long empty stretch before the end of the first stage felt a bit cruel, because you can know you're not going to make it, with nothing to do about it. I think I wouldn't have had that feeling if there were still cubicles or it was shortly behind a turn. I liked the clean simplicity of the graphics and the way you interpreted the theme.