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I really enjoyed this game although I didn't like how it stopped in the tutorial. Instead, I wish it let me learn from my mistakes 

Thank you, and that's fair feedback. The pauses came from an early playtest where a new player could not clear the first layer without someone explaining the mechanics, but I agree that stopping the flight works against learning through movement and mistakes. I'm looking at a lighter, in-motion approach for the post-jam update. I'm glad you enjoyed the game despite the interruption, and this is exactly the kind of feedback I needed.

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. 

(+1)
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.