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(+1)

I do agree about the first game, it gives very little time to let the player experience the mechanic before shoving them right in the deep end. With the code game I intended the fast difficulty spike to keep a fast pace and stop the player from getting bored or wanting to die intentionally if they wanted to get onto the third game without having to sit through easy levels but I suppose actually letting you get a feel for the game before it gets very tough is also important. Thanks a lot for your input!