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Notes:

- Story is awesome. It hits a great balance of cool/weird/silly. Time Snails are an excellent MacGuffin.

- Ok, so the feel of the player movement is excellent. It is just fundamentally satisfying the way you can move, drift, and change direction. However, the control scheme obscures that, badly. I strongly recommend you rethink the control scheme. My suggestion: 1. M1 should be your acceleration, not W. The ship is following your mouse, so it is very intuitive to have the mouse button control acceleration. 2. You should always be drawing a trail, you shouldn't need to hit a button for that.  3. Space to drift is fine. 

- I'm not convinced of the glyph drawing. I hate to say that because I can see you put a lot of effort into it. But when I try and draw glyphs, it just feels frustrating. Which is a big contrast the the great feeling of the movement. I remember Jon Blow tried to make something similar, but eventually abandoned the idea for various reasons. And his was just with the mouse, you didn't even have to fly around.

- Drawing symbols is something we are so practiced at. Forcing players to do it clumsily just doesn't feel great. This feels like a great core mechanic (the movement) in search of a game. 

- Take this all with a grain of salt. It's completely possible, even likely, that the graces of the system were lost on me, and won't be lost on others. If you have a vision for how this will work and you believe in it, keep going.

On the movement points

1. I just pushed an update like AutomonDev suggested where throttle is controlled by how far your mouse is from the ship; let me know how it feels if you get the chance to try it.

2. Having a continuous trail sounds like a good idea, if I can automate figuring out the start and end of a shape. I don't know how to do that yet so it's currently an implementation limitation. I'll note to look into it when I'm trying to improve the glyph recognition in general

My motivation was literally to find a game these mechanics work in, so you're right about that. I think what's really needed for it to work is some deeper interplay between how you try to draw symbols and other parts of the game like dodging, enemy attack behaviors, etc., but the current demo doesn't really achieve this. I'm not really convinced that drawing this way has to be clumsy though, since I was able to get used to it after a while - maybe it needs a better onboarding process from when people start out to where they feel comfortable with it.