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oh - that was actually intentional haha. I wanted the player to be "warned" within the first conversation nodes, which meant kind of dumping them straight into unfamiliar controls. Perhaps in the next iterations though I could work on easing into the scenario more so it feels less abrupt/accidental and more curious.

Yeah, I get that. The game was graceful enough with my failure but I was unhappy with it all be cause I know this is a delicate situation going in and suddenly I take an action that feels drastic, that I did not want to take.


Ahh I see! That makes sense. Thank you for the feedback :)