So you've got a game. And in this game you've got a hub area. And in this hub area, you need to make a clear distinction of which entrances/exits lead from/to where.
One would think visuals are enough, but they're not.
Think turn-based strategy (Civ), or a roguelike (Dungeons of Dredmor, Dwarf Fortress: Adventure mode, UnReal World). In these, nothing happens unless player actively allows or causes things to happen. In civ, by …all the actions that…
So recently I have released my first game. Funny, these words, I have released, but not yet finished it… It ‘s been up on the store for about a month now, gathering all of 2 real players.