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Of course. I'm still new to game dev, so I'm glad I actually had some good feedback despite my lack of experience. I really did enjoy your interpretation of "dive"  its vary fun, and I can't wait to see what you do with it post-jam. 

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Being new to game development doesn't make your feedback less valuable — the useful part is what you noticed, not how many years you've been doing this. You described the contradiction very clearly: a game about movement was stopping the player to teach movement. That observation is now reflected in the live post-jam update: only the first lesson pauses, the later lessons happen during flight, and Ito's dialogue moves out of the flight corridor at speed. Thank you for the encouragement and for helping push the game toward the learn-by-doing version you had in mind. If you revisit it, I'd be very curious whether it feels better now — and I hope your own game-dev journey keeps being fun.