I had to assert one of my rules to myself for another playthrough once I unlocked first-person mode. Already by then I was displeased with the particulars of what I experienced from a fixed point of view, but I would resolve myself to at least complete this mode, as it does seem to be the feature that sets it apart as a whole experience. Unfortunately the first person mode detracts further, as the camera seems to have been perched directly onto the model's head, giving it an uncomfortable jitter and sway even when standing still. I'll have to refrain from subjecting myself to "Sudden Death" mode.
The game is an uncomplicated Nerve maze trailer fodder; the level design may have been the focus, but it feels divorced from every other element; ultimately game design is a sum of parts that compliment each other, and a level's design can only be as satisfying as it is to move through it.
Compared to Ransack Raccoon's identical structure, it has the feeling of trying to be something that it isn't, including extra game modes that add up to very little. Certain designs feel polished and tuned, but to such a slow pace that it pushed the limit of my fun grade. Solo projects like Aftermoor or Beach Island Deluxe display a more unified theory of design, and intricacy in level design emerges out of their character design and freedom of movement.