Thanks alot for the feedback! I will definitely take a look into level design to get a smoother learning curve, including how to scale the arrow turns. I agree with the overwhelmingness of it. Which is a good news of sorts when creating depth and difficult puzzles but definitely not a good idea to use many right off the bat.
As for the plus signs ill keep in mind that feedback to see how to better visualize, i wanted to kep them separate than the arrows that are placed on map towards the end so I went with a D-Pad visualiation style.
haha glad you got the konami code reference. that level felt more like a callback to level 1 (the character enjoying moving around and ending at the same spot) so i thought callback+reference to konami code was the cherry on the cake. It proably would make more sense in a game with more levels, and not sacrifice one whole level out of 5 simply for a reference. Even so, twolevels with konami code at the beginning might be way overkill. At that point I was just rushing through level design tbh. Would have loved to have more levels which more slowly introduce each mechanic and have enough levels for each mechanic to scale through.
Thanks for playing and taking the time for the detailed feedback :)