Very cute and soulful, get ready for some major nitpicks.
- The tutorial level seems way harder than the following level. Why not give a nice peaceful baby level to begin with? The very first seconds has you bombarded with enemies, just give us a breather first to figure out how the movement works. 90% of DD games err on the side of too hard rather than too easy.
- I guarantee you nobody will find the game too easy and quit immediately if you have a more gradual difficulty curve. The core gameplay of rolling around feels good, and it's ok to start out easy. You should introduce the basic rolling, then the jumping, then the enemies, etc. Could be in the same level, but there should be easy breather sections in between.
- Most of the difficulty, for me at least, comes from the enemies, which seems a bit backwards. I wanna roll, you know?
- The animations of the default girl (the one in the capsule art) are bugging me. Her feet are too often planted on the ground when moving slowly, even though I think if you were actually inside a ball rolling (I've never done it) your feet would constantly be moving in small steps, you know? In fact, you wouldn't be able to have your feet static because the ball is rolling.
- The lives UI element didn't read as lives to me until I first got a game over and realized, oh shit, there are lives. The little white balls should either be half pink like the actual player ball, or should be replaced with little pictures of the current character head. I thought the lives were powerups or something.
- Even more nitpicky nitpicks: the sound of breaking the crates sounds more like eating than breaking. On the first level, there is a bit where the floor flickers (3/4 of the way through). On the grassy level, area 1, there's a tree that blocks your view right next to a tiny rock, feels bad.