Thank you so much for your very detailed and helpful feedback!
As for the tutorial, that’s definitely the biggest issue—it was added at the last minute, and clearly, a step-by-step guide or something like what you suggested would have been much better!
For the maps, I originally wanted to create a more organic navigation system using a spyglass, with the maps only coming into play when visibility was limited. But due to time constraints, I focused solely on the maps and added the red arrow. But yes, you’re right—I should have placed it on the side of the screen!
As for the cranks, I hesitated to place them side by side at the center, but to create movement, I arranged them this way. An upgrade system was supposed to address the repetitiveness and the need to crank the handles often, but again, I didn’t have time to implement it. As for the rotation, it’s the floor that’s spinning, not the walls—but yes, it does feel a bit strange, and a new screen at the bar is a good idea!
And as for the bug you encountered with gravity, it’s due to the fact that physics are handled differently in WebGL—especially at certain heights—which creates bugs that are hard to reproduce without extensive testing, which I wasn’t able to do.
I don’t know yet if I’ll continue working on this particular project, but it will serve as the basis for another game I want to make, so thanks again for this feedback—it’ll definitely help me a lot in the future!