You put your finger on exactly what I was going for: I wanted the opening to feel like too much, on purpose. This isn't a game you're meant to solve or track with your head. It's built to be felt rather than figured out, and that means I deliberately give the player no manual and no clear signal of what to remember. That's a real gamble with an audience that (very reasonably) wants a foothold before committing 30-60 minutes. I won't pretend that's an accident I can patch, but I take your read seriously and I'm genuinely grateful you gave it the time you did.