OK, I still very much love the concept. I do appreciate that you're looking to improve solvability, too, because I do have to admit it was...well, heavy on the walkthrough.
Part of the problem -- no, it's not a problem, part of the joy of the game is how poetic it is. But the poetic language does become an issue from a solvability perspective: when the right answer is mostly the feeling of the words, it's very hard to tell whether I'm feeling the same things you are. That turned out to be even more true when one of the intended words was "a" (was it "I found a friend"? something like that?) and I was trying more poetic combinations ("found my little friend"? "I found little friend"?).
And the more words there are in the solution, the harder it is to tell which ones I might have right.
So I think the key to improved solvability is feedback. Let the images fade or brighten as the solver gets fewer or more of the intended words correct, because right now there's no distinction between "I have one of the six words wrong" and "I have six of the six words wrong".
I think framing the hint system as a "hint" system is also kind of making your lives harder. Without looking at the hint, you could be trying to achieve anything: making the plant grow, making the station emit music, and so on. So the things you've hidden behind a "help" button are less hints and more basic instructions; I'd stop hiding them.
Anyway, there are a lot of ideas in this game and there are a lot of directions it could go. Good luck with it!