What CaveStory can tell you about Designing for Affordance, Designing For Environments that Inform and Respond to the Player

all communications of a level must be associated with its actions and systematic aspects, rather than the sensory aspects such as material of the floor, or the drip of the cavern, simulations must be relevant in the reality, while having a respect to it

This implicit communication of affordances and direction is a common theme in metroidvania types games, but level-design wise the cavestory beginner level is probably the best for this non-discrete aesthetic as metroidvanias have this querying chunked out from screen to screen; a lot of stopping and going.

There is a lot of stopping and going in instruction, from the practice of listing learning objectives to telling rather than showing in the absorption of content.