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That inversion is the whole design. In classic Snake, growing is scoring and the danger is running out of room. Here growing is the objective — you need to be long enough to reach the teleportation portal — so you are deliberately making yourself into a bigger obstruction, then routing that obstruction through a space it barely fits in. Length is both the goal and the hazard.
Because it is turn-based, mistakes are entirely yours. There is no mistimed input, no reflex that failed, no speed that got away from you. If you trap yourself, it is because you routed badly, and the level is still sitting there afterwards showing you exactly how. That makes it a genuine puzzle game rather than a test of nerve.
It carries Puzzle and Casual, and Puzzle is the accurate half. The controls are arrows or a swipe and the tone is relaxed, but the later levels require real planning — working out the order to collect apples in, because the wrong order leaves you long in the wrong place with nowhere to put yourself.