Thanks for the detailed response! ^^
The navigation thing might be a skill issue, fair enough, though to be honest I haven't had that much trouble navigating other text-based games, including old school enter-a-word-into-the-box-to-do-a-thing ones so I'm not sure if my problem here was really an imagination issue. Unfortunately I haven't really been able to try this one again since the previous comment, so maybe there's still some hope that if I get back into it while I'm a little more awake that it'll be easier.
All very good things to know about the maze and the study and such though - I will definitely try using those to suck a little less.
Regarding the characters, yeah there are descriptions after an interaction starts, but my issue is more on the initial encounter. If the player hasn't encountered e.g., Merric before, it would be more helpful to have the text read something like "a battle-scarred goatman mercenary is patrolling the hallway" than "Merric is patrolling the hallway" as the former both represents what Summer is seeing and is more useful for determining the next action.
Similarly, for the VIP guests, when choosing who to eavesdrop on, it would be helpful to have a reminder of which one is which before I make that decision since time is limited. Even something like "listen to John, the caecilian businessman*" (*I can't remember what John's actual job was, I'm sorry, it's been a while TT) would go along way compared to just "listen to John", y'know?
Anyway, hope to have more once I get back around to it, but didn't want to leave you hanging.