Thanks for great suggestions and thoughts around this! I guess one of the keys to make great, user-friendly software is to strike the balance between functionality and simplicity. Some stuff in SnaX may look a bit daunting at first, like getting your first 3d-model on screen, but at the same time, I'm trying not to oversimplify things and leave out features that advanced users might find useful. I have many times used tools that are nice and simple to start with, but as you get more experienced and want to make more advanced stuff with it, you are stuck because the functionality you need is just not there. For rendering for example, my goal has been to make the layer above the graphics API (d3d12) as thin as possible, which makes things a little complicated, but at the same time gives you great flexibility and a lot of features to play with.
For the next release, I will probably try to focus more on lowering the bar for first time users of the software. Better tutorials as you mentioned, maybe an interactive application walk-through, make the current examples more available as they currently are a bit "hidden" in the application directory. I'm also working on a bigger example (game) that I eventually will put on github, to showcase the potential of SnaX, and make it more interesting.