@TehPilot
Big kudos for the playthrough. I think a lot of the issues you found came down to me playtesting the game too much and thinking it was too boring after a while, which made me:
- Add more mechanics just for the sake of it, since I was familiar with all of them.
- Increase snake speed by a lot because it was too easy to run away from.
- Making tracks spawn every 20 seconds, since that felt fully reasonable for me when an avarage run could last 2-3 minutes.
- Music looping: Once again, if you play long runs, you don't notice it. There is a build-up before the music starts grooving, which felt nice to have for the start of every run, yet if the runs end before the groove then it's awful.
I'm interested that in every playthrough I've seen, people are not very keen on touching the robot arm. I tend to carry it around a lot, but most players leave it, maybe even never carry it. I think it's partly due to the wall of text in the beginning of the game which I threw in just before uploading it (probably almost would have been better without).
The game had walls from the start, but the player kept getting stuck even though
the code was perfect so in the end I made holes instead, which you can jump over by the way if you need some more room (kinda fun to have to do that when the snake is very long).
Originally the snake hitting itself only destroyed 10 of it's segments instead of ending the game. I thought that was too easy too. I should probably have made a toggle or something.
Oh, and I do not know how you softlocked the game. I know exactly what must have happened but I can't figure out why. Nicely done!