Okay so this is intriguing. I played for about 20 minutes, but it's just totally overwhelming and I gave up. The level design is a disaster, you're exposing me to way too much information way too quickly, I can't process it! Within the first 5 seconds of gameplay there's a doll you can fall into, a random floating cat, some jumping dolls you can rope onto, something holding scissors, you can press Q to look into yourself... gah it's too much, I don't know what to even start with, I haven't even been given a goal or direction, so it's impossible to know if I'm making progress.
I would implore you to just start over on the level design, make an entirely new set of levels built with the express purpose of teaching the game, make it linear so there's always one obvious way to go. You don't have to "make a tutorial" you can use minimal words like you have, just dial in on one mechanic that you want the player to learn at a time. Riff off of Nintendo's 4 step level design method if you can: introduce an idea > develop it > twist on it > test the player (see the excellent GMTK video on the subject)
Many puzzle games I've played can take hours of teaching and reinforcing before even presenting the player with something they could conceivably get stuck on. Puzzle games are hard to design for this reason, because we as designers can't see our games from the perspective of a new player anymore. Try to swing the pendulum in the other direction, make it over-designed and then cut sections that prove unnecessary from playtesting. It's a lot better than people getting flustered and frustrated in the first 5 minutes.
I'm opening to revisiting the game if you make changes. Good luck!
P.S. I record my playtests, if you're interested I have the raw footage available unlisted on YouTube. Keep in mind I'm just a dev, I don't have a lot of practice giving live commentary, I do better at organizing my thoughts in text afterwards.
Edit: I just read your devlog where you said you redesigned the beginning room recently. I feel kinda bad now because I'm pretty sure I'm played the new version, and I still got quite lost. I think I kinda see the vision though? I was supposed to fall into the big doll which immediately presents the first challenge to escape. It didn't work out that way at all for me... but at least now I see what was supposed to happen.