Totally fair! The game has a pretty unusual control scheme / central mechanic, and I think the most difficult aspect of making it was how to best communicate that to the player so they could access and enjoy the real stealth-action-strategy meat of the game. I struggled with the design of the instructions page and whether or not to gate the "main" levels behind the tutorial levels. Was it the right decision to try and slowly guide the player or should I have just set players loose and let them figure it out for themselves? I actually thought I was being overly didactic and restrictive, but maybe I didn't push it far enough! Thanks for the feedback and thanks for playing!