the first stage kind of worked for me as a magician level (the orbs, the floating, the high up card at the beginning), i think if i collected all the cards and got dropped into a second map that was also highly evocative of tarot card i wouldve been estatic, but i dont hate whats here
it doesnt sound intentional but the telekinesis was broken for me and always pulled orbs towards me that i looked at that i was near, i think saying this level is me learning how to control the ability (which then becomes a shortcut, equippable ability) makes a lot of sense, and it felt fun to discover that these mechanics were at play in what i thought would be a more boring level kinematically. i mostly just dragged orbs to where i needed and did an infinite height glitch with them to get all the cards, it was a little much for the final blue (i had to go until i couldnt see the map basically), but i at least have a sense of accomplishment that i grabbed them.
i think a f00l level to start you off (not sure how that would be kinematic) maybe an over world with all the tarot cards in variably difficult to reach places, a couple of textures, a menu for abilities, who knows feels promising as a playspace. i wonder how you feel about me tackling this challenge with a kind of source game rigor (the height glitch), is that intended/accounted for in some way, i think a game that can comment on those weird kinda player sought interactions and seem/sequence breaking could be kinda strong, just saying ;)
i like the idea that you were trying to make a sphere and just left those objects at the start in even though they kinda look like a table maybe with more manageable flickable crystal balls on it and a wall meant to make you pry the ball youll use out! thanks for sharing! i think its a decent thought gamewise