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I thought an interesting interaction was how there were bad nuts that caused the player to restart the level and the ability to push multiple nuts at a time. The bad nuts provided an interesting challenge for the player to move through levels without causing restarts. I thought it seemed satisfying to push multiple nuts into the nest. This may be because it felt efficient to push and complete the objective in a short sequence. This action could be done in most levels and the levels seemed open enough for multiple ways for players to accomplish their goals. The action to push multiple nuts also applies to being able to push the bad nuts. Because of the ability to push multiple nuts, the player is able to move the bad nuts using other nuts. This lets the player move more freely through the levels without having to make contact and restarting the level. Without the rule to push multiple nuts at a time or if there was a more strict limit, the game may feel more restrictive or difficult. Part of what makes these interactions interesting is the amount of thought is needed to complete the levels. The levels seemed open-ended enough where there could be multiple ways to complete the level, but planning ahead is required to prevent restarts due to mistakes. The player may accidentally push a bad nut into the nest or get a nut stuck against a wall. Thought could also be put in to complete the levels quickly or in a satisfying way.

While playing Squirrel Simulator I noticed two game rules in which there were big consequences when it came to the further levels, which were ultimately fruitful in making me want to keep playing the level over and over so that I could win. These rules are the ones in which if the squirrel walks into a “bad nut” the level is over and they must reset, as well as the rule in which if the squirrel pushes said “bad nut” into the nest, it is also game over for that level. Although easy mistakes to make in the first few levels, and ones that can be easily corrected, in further levels these mistakes hold a lot more consequence. I found that in about the 4th or 5th levels that making these small mistakes were a lot easier if you were too quick with your movements, thus making them more difficult to complete these levels. Although, in my playing I did also find a few work arounds on these consequences, at least when it comes to walking into a “bad nut” because you can move these nuts by using the buffer of a “good nut,” and then making easier paths to trapeze around with the “good nuts” in the levels. Though this was the only positive I could find to come out of the consequence of the “bad nuts,” it changed how I thought about the layouts of the levels and what movements I would make to get to the finish. The consequences of the “bad nuts” and how I learned to work around them overall made me driven to complete the game no matter how many times they made me stumble in my playing.