Thank you so much for pointing this out.
In my past games, whenever I introduced a new mechanic, I added a short dialogue at the beginning of the level to hint at it. But with this game, I really wanted the player to relate to Alice in the sense that you do not know anything about the strange place you are in. You learn through trial and error, live her confusion, and survive by analyzing the chaos.
I see now that I may have overdone that in some parts, which led to losing some gameplay clarity. Thank you so much for your feedback, it was really informative.

















