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(+1)

(I only played the "Tooturial")

Having the word Tooturial instead of Tutorial, gave me the expectation that this will be a silly game, idk if that what you wanted. lol

Took a little bit for me to learn the controls (that in itself was easy) but the physics side of it. But once I learned it, I can see myself pull some stunts off in later levels.

I liked that when I got through a section, I could then see it as a backdrop behind everything. That made me feel like I was on the same level, and these are just sections (otherwise I would feel I'm passing several short levels).

In past sections, when dead, I got to the start of that section. But after the first-green-key section, when I die, I am sent back to that key-area. And made me wonder if teleports do not mean checkpoint like the last times (It's the faint-ish sparkle circles?).

(I've read Hythrania's review partly), as another pov. I actually liked the human "oomf" when jumping, for me it built on the silliness of the game overall, and in a lore-standpoint (idk if you have a story/lore, I assume might be me adding to it) that I'm a sentient-marble-orb-thing. I also liked that the norm and boosted jump have different sounds, made boosted more special.

I've only played exactly 24 minutes (how long I took on Tooturial), so I didn't do very much in that regard.

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Random thought: Putting this here, because it was a thought and you can do as you will with it. But I thought of how it might be if marble picked up speed as it moved forward like most games (this was initial expectation until I learned the actual physics).

Reason I would not do this, is the physics is already established, and a change like this can cause more issues then fix because the levels would be designed around the physics already present.

Was just a thought.

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I believe that was everything, might have forgotten something idk. I liked the silliness and different physics.

I wonder if there would be enemy types to chase me around? In later levels, whether killable (perhaps with in-map traps) or invincible. that's just another random thought.

(+1)

Thanks so much for the detailed feedback!  Really appreciate it!

Yeah "Tooturial" as a name felt funny at the time but it does indeed stick out so I'll consider whether that's the tone.  I intend to redo the whole first set of levels anyway including Tooturial so I'll probably keep these levels as the deep dark forgotten forest lol and instead have some nicer more "color biome" oriented levels that walk you through a path like a map.  Hope that will make the whole entry to the game a lot smoother.

I like your idea about the picking up speed, like during the ice slide it feels like we could go even faster but yeah it would change the physics so we'll just have to see.  I have other game changing ideas like a stored boost and/or a sonic like spin in place and zoom type behavior.

Yep the sparkling circles are checkpoints, you've got to touch them to engage so maybe you skipped that one?  I noticed that if you hold right during Tooturial you actually skip most of the checkpoints so I've seen that behavior you described happen under those conditions.

Haha yay glad the "oomf" landed better with you lol.  I had fun with Foley for that one, I might consider trying a few options as I re-examine the audio design of this whole game.  I like the inferred lore and might have to build on that....

Including enemies is a great shout I like that idea whether they chase you or are invincible.  I could even see like the left side of the "page" chasing you so that you always have to keep moving to the right.  That could bring a lot of fun. 
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Thanks again for the feedback!!  I'll lean into the silliness and the physics fun zones.  Your words and kind intentionality will go a long way to making Tessel Run a better game!  Thank youuuuuuuu