The same room, the same door, and a different trap every time. A hundred hand-built rooms across four worlds run on one joke told very thoroughly: you learn what the room does, the room changes what it does, and you learn again. Floors drop, spikes arrive late, the exit walks away. Only the first three are gentle. There are seven bosses with patterns worth reading, a hint system for the rooms that stop being funny, and a story you can skip without losing anything.