I finished the game with help from the walkthru, and I'll say exactly where I needed it and why in case you find this useful. Fair warning to anyone reading comments before you finish the game: stop reading now or you'll get some spoilers.
First spot was finding the key around the dead guy's neck. It's debatable whether you consider finding that to be something that you would expect from a good player vs being unfair pixel hunting, but it was something I didn't see until invoking the walkthru.
Second was the exact order or placing the "things" on the "12-position thing" (in case anyone ignored my warning I'm still being vague :3). I didn't see how to figure that out from anything I was given, or even in hindsight how I could have figured that out from the scribe. (If that page was where the clue should have come from --- I could figure out relative positions of everything [like how far each object should be from the other objects] but not exactly where they should lie.)
Personally, I didn't find navigation to be confusing. I figured that part out on my own and didn't see any surprises from the walkthrough.
I intend for that to be only feedback so you can see where I (one player) got stuck, and decide for yourself whether that merits any consideration in determining future game design. Sometimes point-'n-click games have a button you can press to show all interactable objects which would completely eliminate any complaints about pixel hunting, but I also argued against such a mechanism on a review of another point-'n-click game recently saying that if the dev makes awesome graphics then it's fair game to expect the players to look at 'em. Overall I thought the game was pretty enjoyable, and if you ever were to offer a "show all interactable objects" feature, I think I would recommend defaulting it to "off".
One of the other comments invoked mention of Submachine. While I feel it would be too early to talk about it at this point, I'll at least say that my comment to Submachine's final episode involved saying that they built such an immersive universe that the whole experience was far greater than the sum of its parts. IDK if you plan to spend ten years on a project, but if that's sort of what you might have in mind, then take it for what you will.