Thank you, I’m glad you liked the vibe of the
game!
A
valid point. Initially I thought of making the paths completely
randomly generated and had ideas for more enemies, but I had to
develop without these features to keep the scope of the project doable in the
given time frame.
The winning condition is described in
“how to play” section of the main menu, however I agree that it
would be nicer if it was better communicated during the
gameplay.
I’ve made it possible to collect more keys than
needed in case people would want to play for a high score (it’s
displayed on the screen, that is shown, once you’ve
completed the
game).