A-hem. It’s “zorch”, if you please.
A-hem. It’s “zorch”, if you please.
Well, I guess the best game to compare this to, on a superficial mechanical level, would be Terry Cavanagh’s Super Hexagon. The difference is that Expand does not focus on challenge, and while there are setbacks, it seems to have no failure state, and - as you said - no clear-cut progression, either. That does indeed…