For the umpteenth time...it requires context to understand.
By now the game has already shown you that there is practically no wasted space and that not everything is as it seems at a glance. This small room at first glance has nothing in it besides a locked door at the end of the hall. Except...it's not quite a hall, is it? There's a platform you can jump on top of, but for what reason I wonder? There are enemies inviting you to go up there and have a look. Up there you can see a chamber above you, one layer of terrain separating you from it. There's an enemy crawling around on the ceiling and another in the chamber above it. If you check the map, there's a passage on the right side of the above chamber. Is it an entrance or an exit? Well, let's look at the chamber. There's absolutely nothing in it besides that one enemy. There's no reason to exit into it from another room. Therefore it must be an entrance to another room. So now we need a way to get up there. The most obvious thing to attempt? Poking at the thin ceiling with standard blaster fire. What do you know - it works! We've found the path forward for ourselves.
Wasn't that more interesting than "me see crack, me shoot crack"?
And for the umpteenth time...you are painting a false narrative.
You are trying to sell this as if the Player is stuck in 1-3 rooms and the solve has to be SOMEWHERE in one of those 3 rooms. In THAT case, YES, you would be right: the game is bottle necking you and saying (assuming it's not a bug) that 'SOMEWHERE in these 1-3 rooms is a way out. GO!'
In that case, your logic is sound.
HOWEVER, what you- and others like you- keep failing to take into account is the following:
I was not STUCK in this room. I was not STUCK in ANY group of rooms. I had about 25 screens (prob more) open at that point. All I KNEW was I was struggling to advance after about 30-40 min of running around.
With THAT context:
#1- there was NO INDICATION this particular room held the key to advancement. There were LOTS of other rooms with barriers and locked doors and areas of the map I could see but not yet reach.
#2- the game had also already conditioned me to know three things:
a- unless you unlock new powers there are some areas you can NOT go.
b- there are puzzles in the game that you have to solve- like recognizing you've reversed the lava flow pipeline and thus using the newly animating (in a new direction) pipeline art- as a breadcrumb trail to get you to the next section.
c- the map itself is pretty detailed and if you don't zoom in and study it in detail- which is part of what I love about the genre- you could easily miss a door or place you should go next.
So WITH THAT context, ask yourself:
What is more logical?
A-To magically KNOW the room where the way to advance is? And then go in there and start shooting?
I woulda loved that but this room seemed no more unique than any of the other rooms I had unlocked.
OR is it more logical to assume
B-the solve to advancement was one of the 3 ways (a,b,c listed above) the game had already trained me in?
If you honestly think A is the more logical choice, go with God sir. Agree to disagree but I hard disagree with you and I would never want to be on a design team with you (and I'm sure the feeling is mutual).
But there ya go- that's my take/response.
Jaffe