Thanks for playing the game and for the feedback! Indeed we left the powerups a bit more ambiguous so that the player could have an "ahá!" moment when realizing which was their functionality, but we hinted at their use with traps that forced the player to use them properly (at least the first time hehe). It's difficult to design a game without using explicit text explaining the mechanics, but we thought it was worth it to see if we managed to realize this "learn by doing" concept ^^