Hey, pretty neat game we got here! Certainly an interesting premise with a cool story hook to keep me motivated, neato ASCII aesthetic and blending of a scavenger hunt with snake mechanics, and a nice big world to explore around with tons of different obstacles like warps, hidden proximity tiles that keep the challenge and pacing up, and so on and so forth. Definitely a lot to love here and it feels like a great adventure through cyberspace!
However, I do have some complaints with the game that did kill some of my enjoyment:
You'll laugh at me for this, but I had no idea how to start the game for quite awhile: it was a cool reveal once I figured it out I could go past the footer (which I thought was a wall just like any of the other walls), but I came really close to thinking that the game was broken or I was just misunderstanding and almost turning the game off from confusion (thank goodness I didn't).
I appreciate a good challenge, but the game could be incredibly frustrating in unfair ways and led to me losing patience in wanting to continue. There were plenty of times where you transition between screens, either normally or through a warp, that could put you in a spot where you have zero time to react and end up running into a wall immediately in front of you: sucks that you feel like you have to trial and error and memorize sooo much.
Not only that, but the game loved to have warps and corridors, even ones outside of challenging situations, be just one single character wide which made the game feel so cramped and requiring an annoying level of precision, even for things that aren't part of the challenge, but just trying to use a warp room, for example.
Another issue with the game that might've led to a lot of these annoyances is the adherence to the ascii aesthetic, which makes horizontal movement very slow compared to the lightning speed of vertical movement due to the different way characters are spaced compared to new lines. Entering a new room vertically that has a wall immediately in your way leads to constant deaths.
These constant unfair or annoying deaths when coupled along with the checkpoint system, which only spawned you at the last character collected or checkpoint added insult to injury. The checkpoint system isn't too bad, but at times I would've preferred if the game would just spawn you at the entrance (or wherever you warped in) to the room you last entered, though I understand if maybe you think it would make the game too easy. In my opinion, I feel like being set back potentially a lot after a failure doesn't add much to this game, making it just an annoying addition. In particular, backtracking through areas you've mostly cleaned out but you feel you might've missed something is super annoying, because you've removed all potential checkpoints in your first run and now a single mistake can set you back so far.
Overall I'd say the game was an unfortunately frustrating game due to some of its design choices, but I still had a really good time with the game and think its pretty cool.