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The trend in modern games is to constantly handhold/push you in a specific direction. That's one of the things Elden Ring was praised for - it was a case of 'do it yourself'. That's not to criticise players who just want to 'get the job done'.
Boltgun is different however - you are trying to get to a specific location. Maybe more of a hints system could work? Like the servo skull actually pointing you in the right direction occasionally? Just a thought.
And that's part of the game.
https://steamcommunity.com/sharedfiles/filedetails/?id=2982264430
...Hexen is my second favourite game of all time lol. But I get your point.
I guess if you're allergic to the part of the game that's very good and instead you want to spend your time aimlessly going around in circles, I see your point.
Generally speaking though, I don't fault the devs for not putting in a map, since the maps are well designed and often pretty linear, or easily loop you back to where you need to go.
To me personally it doesn't feel like the levels are open or confusing enough to really need a map. Could be either me playing a lot of Doom that made me better at navigating, or just that people might be a bit too used to getting told where to go in most modern games.
Regardless, I would be okay with a map feature being added.
As someone who is used to these types of games, the only annoyance so far has been the Grand Elevator, and even that one wasn't too bad once I understood the concept. However, this type of design is frustrating for players who aren’t used to it. With no waypoints or compass telling you exactly where to go, it puts more pressure on the player to observe the environment and take mental notes as they explore.
For example, if you're looking for the red key and you instead come across a blue door… Try to remember where the blue door is, even if it’s not relevant yet. There’s a lot of unique architecture/bits of level design to use as point of reference.
I personally enjoy the level design in this game a lot. There are some bland sections that go on a bit too long, undoubtedly, but I think the level designers hit the mark way more than they miss.