I feel especially divided on the grade of fun for this experience, which is all it is by the way; I'm not actually rating quality, per se. The threshold from 'A' to 'S' definitely has to do with the difficulty, though not necessarily that were the game easier it would be more fun. Each level was perfectly ramped up from the last in my opinion, but the difference between a failed and successful attempt can be rather sticky and unearned. There's a floating feeling that lingers in the basic kick action, which I could honestly see being remedied somewhat with haptic feedback on a controller. Untangling from flies also feels anticlimactic by being divided into two stages of inputs, although I do enjoy the opportunity the mechanic affords to kick flies directly into the furnace.
The game terraces a Nerve mood on spotter interaction between a simultaneous beater and mazer interface. While the root of the game's objective is bound within the mazer, I feel it makes more sense to denote a divisive challenge with a divergent genre pairing. The fun of this fusion is well produced, but small details as previously stated leave the mood unrefined from near perfection.
After giving it some thought, there are a handful of games that are part of the same family such as FTL and Overcooked. For now I'll call them "captain games," whose Nerve gameplay is focused on a localized system or "ship." A broader, more accurate term might be "single player real-time strategy," but it seems to ride the boundary from strategy to tactics, where many scenarios in such games are biased on the balance between live reaction to causality and logical predetermination. Anyway, I heartily welcome this game as an addition to the family; a perfect middle ground between Overcooked's interior playable character, and FTL's fully realized exterior systems.