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Thanks for the comment, Colin. We were concerned about front loading the game with words, as the experience itself is a very "go fast and break things" style of pace and we didn't want it to start slow. We had also hoped to implement some safer space at the start of the level that would teach you how things work in a more forgiving and interactive nature, but that was cut due to the eternal march of time towards our deadline. Still, in hindsight I agree that it would have been better to front load all of the information and accept the 30 seconds of rules exposition to ensure the player had all of the information they need.