Thanks alot for playing, and for the feedback! Yeah I need to redo the first cinematic, currently is just a place holder with lots of lore dumping. Eventually it should work like the ones from the wagon/cart progression, which fills one dialogue box at the time in small jumps forward, those doesn't get much feedback so ill hope is enough. Unfortunately the blocky textures on the terrain are due to the lower terrain resolution, set on the ever lasting attempt to optimize the game, so it might be a bit late the change them tbh, I'll see what I can do. But yeah they do bother me alot. The transparency is an ill attempt to reflect that the character has some sort of ghostly form on the first scene, but yeah no one really gets it, and the shader looks weird, need to try something different later. It does go away in the next scene tho. Fast animations blends usually hide weird bone movements, since the blending is calculated by deranged mind of the engine. But yeah some blend are a bit iffy, specially the parkour and climbing ones, giving them all another go is on the list. They tutorial hints will get rearranged in the next update 👍. Do you remember which body of water it was? I theory they all should have climbing vines to get out, but yeah they're not always super clear. The feeling of getting lost is supposed to be intentional, I wanted to reflect the feeling of getting thrown into a mysterious and weird place, an Alicia's rabbit hole event, like at the start of Ocarina of Time, Majoras Mask, or most silent hill games. Where you need to explore your way through, but never feeling competely familiar. At least that was the intention, it hasn't worked out like that for most players 🫠. So we'll keep working on it, but thanks again, seeing more people playing it means a lot. Cheers!