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"YOU WIN"

I like the idea of combining turn-based pressure, so you don't run over the place, and real-time pressure, which lowers the incentive to take the time to map the dungeon, you can but the game seems to tell you it doesn't want you to do it.

Therefore I indeed didn't map the game, and it took me about 10 tries, half of which I died after getting the Maintenance Key, and if I played again I probably still wouldn't consistently reach the pod after I get the Maintenance Key at this point, I was actually very surprised to stumble upon a functional pod during my last run.

I had a lot of fun playing the game, it controls perfectly and the difficulty was exactly how I wanted it to be at the moment. That the dungeon is constructed, partly thanks to fire, so that you have easy access during the ending parts to the tanks you chose to skip in the beginning is cool.