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Caleb-Guyer, first-run notes as promised. Method first, because it decides what this is worth: I played through a cloud browser driven by automation, so I cannot judge feel. Aim, weight, momentum, whether a shot lands where you meant it. None of that.

What worked, in the order I met it. Learn to play sits on the title screen where I would look for it. Each warm-up prompt teaches one thing and advanced exactly when I did that thing (move, jump, fire). The room is uncluttered, and the tutorial line sits low centre where the action is, not tucked in a corner.

Where I got stuck, and where I would have quit: the climb step. It asks for jump, aim down and fire at once, and nothing before it asked for two inputs together. My tool can press a key but cannot hold a mouse button, so I could not do it, and there is no way to pass a single warm-up step. Done leaves the whole room. A player whose first shot down does not lift them cannot tell whether they did it wrong or the game did, and the tutorial is the one place that doubt should not exist. Passing the step on aim down alone after a few tries, or a hint after three, would keep that player in the room.

Small thing worth checking: the prompt says hold left click to fire, but it accepted single clicks and moved on, so I never learned whether tap and hold differ.

I stopped after that, not because anything looked wrong, but because recoil as movement is the one idea worth ten minutes and it was the one thing I could not try. Which build would I play again: I did not get far enough to have an opinion. If you want notes from a real mouse, I would rather owe you six honest minutes than hand you a verdict I did not earn.