I liked the intro scene at the beginning of the game, and found the fact that the level was procedurally generated to be cool, but I think the game needs a lot of polish (polish basically being how cool and "professional" the game looks). I have some constructive criticism on how you could improve the polish of the game:
The intro scene is anti-aliased, which makes it look blurry. I think there's a setting to disable anti-aliasing somewhere in Unity, but I don't use Unity anymore so I can't tell you where.
When you jump into a wall, you don't fall down. I'm not exactly sure why this is the case, but if I were to guess it is because you are changing the player's position directly instead of changing their velocity. This causes the physics engine to freak out a bit, because when you walk into a wall you aren't colliding with it, you are repeatedly teleporting into it.
When you die, you have to re-watch the unskippable intro animation, which makes failure feel pretty punishing. If you restarted at the beginning of the platforming part of the game instead of being brought to the menu, then you wouldn't have to re-watch the intro. You could also make the intro scene skippable instead, but that would be a bit more difficult.
I haven't actually seen how your game is set up, so take all of this advice with a grain of salt. There is also a chance that you knew a lot of this already, in which case I'm sorry for being patronizing.
Also, I just took a look at your other game (MacroVoxel) and it looks really cool! I still haven't figured out how to use perlin noise for procedural generation myself, so the fact that you figured out how to use it in your first game is really impressive.