Yes, I'm aware that Ken Silverman didn't make Ken's Labyrinth entirely on his own, but he was responsible for all of the programming and all of the numerous music tracks. For the art, level design and sound effects he had help from Andrew Cotter and Mikko Iho also helped with the artwork. Several other people are listed under Special Thanks, likely for beta testing, though Mark Rein provided Sparky's trademark barking sound.
One tip I forgot to mention is that if you get lost, the best thing to do is to just hug either the walls on your left or the walls on your right. In fact, you can beat Level 25 effortlessly if you hug the walls on your right from the very start!
I was informed by the guy who made the Lab3D-SDL source port, Jan Lönnberg, that the reason you can spend entire episodes with seemingly infinite amounts of potions and such was due to a bug. What's actually going on is that the game stores the moment in time when a powerup is to deactivate, so if you end an episode with a powerup active that you recently obtained, when you start the next episode the game timer resets and thus the powerup you picked up will last all the way until the game timer catches up with its deactivation time. (IE: If you end an episode with an active grey cloak that should end at the 6000-second mark, you will start the next episode with 100 minutes of grey cloak power!)
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