Thank you so much for playing and for the detailed feedback! I wanted to capture that old-school feeling with a Doom-style raycaster system, which is why the A/D controls work this way. I understand they can feel unusual though, so I'm thinking about adding alternative control options in a future update.
The tracker might not be very clear yet because the mechanics are still being developed and refined. The occasional high-pitched and deeper sounds you hear are actually tracker signals that indicate the direction and position of an anomaly. They're especially useful in the corridors for figuring out which way you need to go. I'll definitely work on making this mechanic clearer and more intuitive.
I'm also considering an accessibility setting to reduce the visual intensity for players whose eyes get tired more easily.
I'm really glad you liked the concept! I'm still developing SYNTHESIS. I'd genuinely love to see you come back and play it again. Thanks again for the support! :)