@tylerdoggone that was pretty much the mindset with which it was created. I've had a few ideas for level generation, but not that enforce a discernable difficulty curve.
@torcado Thanks, I hadn't noticed any lag when I was testing, but I'm pretty sure I know why you were getting it. The level calculation/wall placement is optimised about as well as a 600ft tall pint glass. (It actually replaces all items upon change)
@Jimbly During production, I did notice a lot of worrying similarities to that game where you join the dots with lines and whatnot. If I were to expand the game further I think I'd focus more on abstract room shapes, and many items to surround.