This game suffers a lot from being unable to signal proper solutions from improper ones that, nonetheless, are the lower hanging fruit and *seem* like they should work. There are numerous puzzles in the first two chapters, for instance, that have their obvious and immediate solutions blockaded by strange buzzing noises that seem to indicate nothing other than "the developers have decided you can't do this because reasons!" Eventually you'll find the proper, sanctioned solution, but it always feels bittersweet to have your idea ripped from you and replaced with the more proper approach, especially when the proper approach can often feel like it's almost a... bug? Like, without spoilers, at one point the player needs to interact with an object they essentially cannot see and navigate it -- this ends up feeling like a work-around for a solution you cannot find, rather than the proper approach, because it's particularly weird navigating in the game during this segment. In the worst case this leads a player to feel like they have accidentally 'broken' the game -- this is actually hard to do (though I have done it) because the developers seemed to have thought of a lot of edge cases, but that's not going to stop people from thinking they have soft-locked. It's just a weirdly messy game in the periphery of the design; maybe that's because there aren't a ton of analogous games to this one, or it could just be that the developers didn't construct the strongest puzzles they could for some of these interactions. It's limiting when the game could be so free-flowing its in design and approaches.