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(+1)

Going from the description, the game had a lot of effort put into level generation and the like, but to me it felt like the core mechanics needed to be fleshed out first.  For instance, the game is a straightforward "get to the end without getting caught", except the enemies don't actually do anything to you.

You got me there! They were meant to; but two things I really wanted to learn with this jam were Nethack-like level generation, and tensor-accelerated influence maps. Turned out that took a while to really grasp, and I ran out of time. If I update it in the future, I'll definitely add some hazards and actual risk.

Still, thanks for playing!