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Change Set 17: Difficulty Ramp & Game Feel

Playing through longer sessions, I realized I didn’t have a clear picture of everything that ramps up difficulty over time — it just sort of happens. I want to start logging difficulty-lever changes during dev so I can actually see the curve. I’m also feeling that early-to-mid gameplay has too much “flying around” time without enough forward momentum — good for teaching controls early on, but it needs more moments of interest and reward sprinkled in before the real difficulty kicks in, so players stay engaged rather than just drifting.