Confusing Lua Behavior - import's module is nil unless used

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Update - Figured it out.
I wasn't in the right file in vscode when I said 'run'.
Leaving this here in case it can help others.

Finally got playdate in and running through SquidGod's tutorials.

Hit a weird issue that I'm not sure if this is my misunderstanding of Lua or something else.
Using Windows.

Basically I'm doing an import of a script that exports a module.
In another script I'm trying to access this module, but it is Nil. That is unless I access it with like print() before I import the next script.

Code example below.
This code below does not work.
when it gets to ldtk.load("levels/world.ldtk", false) the debug console reports ldtk is nil.

But if I uncomment print(LDtk) in main.lua it starts to work

Very confused any guidance would be appreciated.

main.lua

import "CoreLibs/object"
import "CoreLibs/graphics"
import "CoreLibs/sprites"
import "CoreLibs/timer"

-- Libraries
import "scripts/libraries/LDtk"

-- Game

-- print(LDtk) - by being commented out the code fails, if uncommented the code works
import "scripts/gameScene"

local pd <const> = playdate
local gfx <const> = playdate.graphics

-- GameScene()

function pd.update()
    gfx.drawText("Hello World", 100,100);

    gfx.sprite.update()
end 

scripts/gameScene.lua

local gfx <const> = playdate.graphics

local ldtk <const> = LDtk

ldtk.load("levels/world.ldtk", false)

Never mind I figured it out.
I'm in vscode and when I click Run I need to be in the main.lua file