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Thanks, Akusan! I think more feedback is a welcome addition. We were aiming for difficulty and originality, which - thankfully - we seem to have achieved! Our inspiration came from old school "no hands held" immersion. I think we shot ourselves in the foot with a high difficulty curve, because - I seem to have learned - jammers don't want to invest the time to approach the difficulty curve and rather expect an intuitive easy-to-learn game, which makes total sense. Thanks again for giving this a go!