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Excellent work. I will say getting cut definitely hits a lot harder when you have responsibilities you're neglecting to play. 

At first it's a fun little romp, but the more you see that message the more things change. Not just the levels, but you too. You get impatient, try to move faster, only to make more mistakes. But the clock is ticking, and this is where you will bleed. Soon things start blending together, what made the levels distinct before is now just another part of the game, and as the enemies are replaced with hourglasses and the familiar skulls from the tower you can only become more aware of how much you've bleed. Eventually things devolve entirely, as if you've finally outrun the treadmill but now the once vibrant levels are dull and grey. There's nothing for you to see here anymore, only the ticking of the clock persists. This spreads to the game as a whole until you're left with nothing at all. Nothing but yourself and the blood you've spilt along the way. 

Does it speak to the consumability of games? How we can never truly see those vibrant and beautiful worlds as we did the first time we played through them? Perhaps more so to our willingness to sink what little time we have into them, procedural, randomly generated games allowing for infinite play, infinite fun, infinite cuts. It's difficult to say. Make no mistake my friends, this is indeed a horror game. One much more terrifying than you can ever imagine.