Hmm... I see... If that is your intention, I would suggest a mini-map... it's a great way to show the player that he has an objective to reach.
And probably would suggest a creation of an empty "first room" with the sole purpose of teaching the player that he is entering something.
I don't know if you already knows this... but it's not an entirely bad thing to have complex controls... You just have to realize that most players will need time to adapt, which probably means that the initial challenges of the game should be about understanding the controls, instead of real challenges...