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What defines these games is that the information you need is hidden until it kills you. A conventional platformer is fair: you can see the hazard, judge the jump, and succeed on your first attempt if you are skilled enough. Here the first attempt at any new section is essentially a scouting run you are expected to fail. Skill is not what gets you through — memory is.
That reframing is the whole trick to enjoying it. Players who treat a death as a mistake get angry, because they did nothing wrong and there was nothing to see. Players who treat a death as information — that is where the floor goes, that is which door is fake — make steady progress and find the whole thing funny. The game is testing your patience deliberately.
Controls are A and D to move and Space to jump, which is as simple as a platformer gets. Filed under Platformer and Casual, and Casual is arguably a joke the categories are in on: nothing here is relaxing, but nothing requires skill either. It requires willingness to die a lot, which is a different thing entirely.