I generally like these videos about the game, but after seeing the first few minutes of the tutorial video he mentioned…
…I think I can see why some people don't like the game itself. He wants people to go into the building right after the game starts, but the first screen has no signposting of that. Something like a dirt path going from the landing site to the building would have gone a long way - the player can still wander off the path, but that the path is there hints to the player that there's something interesting in that direction - or maybe even a literal signpost. The game then gives the player a gun right before they encounter a robot, but Mr. Guy then laments that players will immediately try to shoot the robot instead of trapping it. Why not have the player encounter a robot in a room where they're forced to defeat it by trapping it
before they get the gun to teach the player that the gun isn't the first thing they should reach for when they encounter a robot?
I guess not having these sorts of in-game handholding and tutorials available is more consistent with how games were made in the early 8-bit era, but we've learned a lot since then about how to engage players and keep them interested in games by teaching them
how to play
as they play instead of just throwing them into the game.