Thanks, I'm glad you enjoyed! And this behaviour you describe is actually intended - most levels have at least 2 possible paths you can take from start to finish, so if you make a mistake you should be able to recover, but too many mistakes will end the run. I guess this does seem a bit out of place since currently it's a pure puzzle game, but my idea for this game was also very inspired by roguelikes. So hopefully with more time to develop, this behaviour will make more sense :)