One pattern to help people ramp up in a new system is to make a labyrinth feel like a maze.

A maze has many branching paths; navigating it is intimidating and challenging.

A labyrinth might be very intricate, but has effectively one path to go down.

Giving a player the feeling of it being a maze while actually being more of a labyrinth gives the best of both.

It feels like you're doing something more novel and challenging than it is, giving a sense of accomplishment.

And because it's one path, it's easier for the creator to tune it carefully to be just the right difficulty.

It's much harder to do that on a branching path!