Love the easter egg room in this game coming from a totally not biased perspective of having worked on those games with you :) Besides that, there's clearly a lot of thought put into the level design in order to be able to traverse things in several directions and not soft-lock yourself any time, and the overall map, even without pointers is structured in a way where there's two clear branches and you kind of know where you are, so when you have to back-track (which may happen) you only have to execute it, you don't necessarily need to know where to go. The difficulty progression is also extremely natural with the unturned dungeon almost like a tutorial, while also not requiring players to learn any more levels or skills, and it actually plays more like a puzzle where you have to reason out which equipment you need rather than just brute forcing things with precision, which is really nice. It might be possible for players to miss things or get stuck if they skip text or aren't the curious kind, so that is something that maybe further tutorialization and environmental cues might help with.