I'm testing one narrow mechanic in a tiny browser game.
You start at S, try to reach X or Y within 8 moves, and every corridor you use locks permanently behind you. Rooms marked * add score.
The specific thing I want to learn is:
Did any move make you genuinely pause because taking more value conflicted with keeping a safe escape route?
If you replayed, it is also useful to know whether the second run felt meaningfully different or whether the puzzle already felt solved.
Play here:
https://productfactory0.itch.io/alarm-line-alarm-line-micro-playtest
No account or payment is required.