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That's such good feedback I turned my reply into a devlog.

Two points I didn't address (because they didn't really fit with the theme of the post):

1. I find the vertical ascend/descend controls invaluable around buildings, particularly when negotiating towers. If you can manage without them, I admire your dragon-handling skills.

2. Good point about having some sort of progress measure on screen. I've tried to keep the game view as uncluttered as possible, but I can always make them optional (as I will with the altimeters).

And thank you for the point to Vlad MGC. That'll be something for the next level of release.

You're welcome and I'm glad I can be of help. :) 

I've struggled with a lot of the same things while making my own game. I would understand a certain game mechanic (of course) but then get frustrated when players couldn't figure out what to do. Or I would add features that were ultimately steps in the wrong direction and end up removing them. This video by another developer here on Itch sums it up perfectly.

But I'm confident that if we as indie game devs keep working on our games, we'll eventually reach that moment where it all comes together, when it suddenly becomes the game we've always dreamed of playing.

That video is spot on. The story about the game crashing when a test player tried opening the menu during a cut scene reminded me very strongly of my first testers reporting the controls not working, and it turning out that they'd been dismissing the map while the game was still generating and that catastrophically interrupting the loading sequence.

Glad to hear you liked the video. The guy that made it also plays other people's games occasionally. You can find him here on Itch.