oh my goodness, thank you everyone for your ratings and comments! I really appreciate all the feedback, compliments, complaints and suggestions
when I made the game I was annoyed that it was so easy to accidentally trap yourself and lose the run, but I didn't have time to fix it and hoped people weren't too badly affected by it. based on all the comments I've made an updated version with some bug fixes and, most importantly, with some extra code so that levels containing ways to trap the player are no longer generated
@ssstormy that's very fair! I might experiment with some extra elements if I have time, though I'm worried I won't be able to incorporate them very well in proc gen levels
@tobiasw thank you for the kind words! I remember playing and really enjoying snakeformer all those years ago :)
@fazz thanks! it turns out there was a mistake in the proc gen which was making a lot more weaving passages than I intended. fixing it has made the average level a lot better (and a lot harder!)
@drachmor sort of... the level gets generated and then, if there's a good spot for the button to go, it spawns it there. if there isn't, it just keeps generating a new level and trying again. and yeah I hated that you could start a level, press a single key, and be doomed immediately
@tayl1r that's a good point, and something I'll definitely play around with in the future
@chaseplays thank you! yeah I wanted to encourage a seasoned player to want to go as fast as possible even on the first levels where there's plenty of time, so I'm glad you mentioned that!
@verrazano, @bean I'm hoping to write up a detailed explanation eventually but for now I've made a [visualizer](https://i.imgur.com/Db9kvrZ.gif) to show how the algorithm works. the numbers at the end are the number of steps required to get to each square in the level
@grentacular hahah, you're very welcome!
@bitdecay a little bit, but not for a while. I wrote similar (but still very different) algorithms to make the levels in [mr moneybag](https://managore.itch.io/mr-moneybag) and in [death of a lich](https://managore.itch.io/death-of-a-lich)
@samlecreator that's very kind of you to say! thank you
@mika-la-grand it's short for "difficulty" but I should have called it "speed" or something else instead. as the difficulty increases, the amount of time you have for each level decreases, so you have to react faster and faster the longer you stay alive. I'm going to rename it "spd"
@torn that's very fair, I wish I could have done more with the theme and music
@ryannielson yeah that's always the downside of proc gen, most of the levels will never be as good as hand crafted ones, but I like the idea that you could play this for a long time without ever seeing the same level twice (though you'll see the same tricks and patterns a lot). I didn't make this clear at all in the game but the difficulty ramp is just in the time you get for each level getting shorter and shorter. I wasn't brave enough to make the proc gen itself incorporate difficulty!
@adamcyounis I'm glad you mentioned the animation skipping! I knew it would have really bothered me (and everyone else) if you had to wait for animations to end or risk your inputs getting ignored. you're absolutely right about trapping yourself, too. I've fixed it in the updated version. I'd underestimated just how frustrating that would be
@alchemic I'll check your LD44 game out, it's cool to see what other people do with the mechanic. here's a [visualizer](https://i.imgur.com/Db9kvrZ.gif) I made of the level generation, I'll write more about it soon, hopefully
@lazzydev72 your game looks great! I'll try it out soon