Thank you for the feedback. Most of these problems are actually design choices I made that seemed a little off and I wasn't sure if they'd work with the player. Good to know that they don't and my apologizes for the confusion.
Here's a full written walk through of the entire game. There are spoilers but I'll try to keep them to a minimum:
Starting in the overworld you need to enter the whale of noise level.
Once you are in the whale of noise level, you need to get atop the building that the whale is beside. This can be done by climbing scaffolding and various objects. There are two paths, both starting with scaffolding. You need to walk near to the center of the top of the building to interact.
Once you've got to the top of the building, you leave to the overworld and enter Bana the Banana's level. Here you need to gather 5 bananas. Some are sorta hidden but the two most hidden (in my opinion) are in a cave and floating by a saw.
Then you need to run away once you've been given a gift and then leave back to the overworld.
From there you can now get to the I-like-trains level. Here you need to jump from train to train until you reach a floating platform with a power-up on it. From there you can leave back to the overworld and enter the final level: Dark tolls.
In Dark Tolls you need to flip switches to open doors and reach the top of the building. Once there, you need to interact with the object up there and you can end the game.
As for the controls, I probably should have found a way to explain it better at the beginning. You only have the ability to walk at first, and then you slowly acquire more features/abilities, like jumping. I'm not sure what to do about the movement speed (I'll play around with it), and I think I can make the mouse sensitivity an option in the title screen. The Q key was to keep people from quitting when they hit escape thinking it'll pause, however it occurred to me that if you didn't see it at the beginning with the rest of the controls, then you're stuck not knowing how to quit. I'll make a label appear when you hit escape telling the player they can quit by pressing Q, and that should (hopefully) fix that.
Thank you for the kind words and feedback! If you have any idea on how to make the objectives more evident for the player, please let me know.
(Since I've play the game so many times when I'm developing it, I kinda forget that not everyone knows as much about the game as I do... Whoops! Thank you for the feedback! I really appreciate it!)