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Yea it's definitely a bit of a plunge. I just don't know how to simplify it with the way everything's interconnected. Tooltips might help, but I can't really add them for every icon since they're part of the text. I'm mostly hoping that the starting difficulty is low enough that players can won't feel like they're being punished too much for trying things. Trying and failing does also result in making progress with secrets towards the main objective, so I'm mostly hoping that players will slowly figure out what's what without feeling too pressured. If you just don't try a bunch of new actions on unknown rooms right before an audit, you don't even need to know the icons and you'll do alright.