Thanks for the build!
Ok, there's alot to like here with some idea generation of the 'sort of thing' you could do as this character thats had some crazy features that provide an interesting, if a little fiddley, carry mechanic that's been implemented.
Theres a choice made to work with physics based objects, this brings an element of challenge and skill to master the level designers ideas. Thats a real great place to be as a level designer because your job is to find how to tighten up the core experience to demonstrate the best, or should I say fun, things you can do with these toys.
Now, theres some really interesting elements and puzzles being demonstrated but as with most things its to do with the way we 'stage the scene' to demonstrate and facilitate the players actions. Right now that aspect is somewhat unbalanced and the metrics really need to enforce the parameters you are establishing for the player to follow.
And those physics objects? You the designer need to tighten up the behaviour throughout. As an experience I spent more down time trying to fix the mess I'd created, quite infuriating that can lead the player to disengage from the overall flow.
Pick-ups serve no real service to the players needs. Maybe its the way the actual collection is served (lack of character/animation/feel) or maybe it actually fills up the fridge somehow? I dont know, as a player Im disconnected to these variable's and their setup questions the design behind them. Please develop the collectibles a little more.
What happens as a goal? Maybe think about at least celebrating the players journey and final destination, things should have a bit more spike to at least sync the levels together or present something to celebrate.
So final notes, Im not quite sure what this game is other than you really need to make the feedback on the cool stuff that you are already doing. Tighten it up and series invest a bit more focus on metrics to lock down the framing of the focused experience.