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This took me some time to understand, but I enjoyed what I got out of it. If not having a restart button and/or not clearly communicating the game's "fail state" were conscious decisions, I think they work well here. A simple concept executed really well.

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Not providing a comprehensive tutorial was on purpose. The missing restart and dangling ending were just consequences of running out of time, but I think they work well here too. At least, well enough to do some experimenting in future projects. Thank you.