I got to play the game. Interesting concept, though it feels kind of confusing in a way there's not much context going on like a huge map with less interactable objects overall. For example, not sure what the "Lore" text paper does, I thought that's probably to show the player how to interact/drop item which is reasonable. Then after being shut or trapped in the temple, there's options you can do but not sure what is needed for the next level cuz there's a lamp, shovel, and somehow there's an option to drink water and in my head, I was like, "For what?" which made me decide to explore around with the shovel and got to continue the puzzle from there.
For the levers, I just random guessed it and got to unlock the wall since I couldn't really understand the guide text of the paper and I just got stuck with the gems part. Debug logs are shown "No gem" and I looked around the area inside and out and still couldn't figure it out so I stopped from there. I didn't get to use the lamp much cuz I don't know what will be the use of it and it's a hassle having to go back and forth to get it or switch it frequently with the shovel or other items, maybe a visible inventory slot like Minecraft can help the player focus on the puzzle more.
I see potential in this, and yes a cleaner level design would make this more enjoyable for the player (audio cues helps a ton too!) to understand and know the gameplay flow better. Nevertheless, nice work!