I'm writing this comment gradually as I play. Great MVP! I am playing with keyboard and mouse, so some of what I say will probably only apply to that.
I did notice on the very first time I was dropped into the game that the jump felt a little off to me (maybe to slow or to low, not as snappy as expected, but I haven't gotten used to it so that might be it).
I also noticed immediately that the push door things let you through when you run into them, but if you immediately turn around and don't leave the vicinity of the door and try to go back, it won't budge, even when you stop and start going in the opposite direction again. You have to move away from the door a bit and then back through.
I don't know if it was intentional, but the fact that you can't move around while aiming with the mouse feels needlessly limiting to me... maybe you can slow down but not fully stop the player when aiming?
Also, my opinion is that the magnet throwing, for keyboard and mouse, when the mouse is positioned at a place the magnet can actually go, the trajectory should line up with the mouse position, not just having the initial throw direction vector towards it, as that often ends up with undershooting. Idk, it's a matter of preference, I think. Could it be a setting?
My instinct as soon as I was holding onto a magnet that was stuck to the ceiling, other than changing the polarity, was that if I held a direction and jumped I would jump out of the hold and get a bit more distance, but it was just letting go followed by directional falling... adding the jumping off feature might break some of the puzzles or platforming (idk I haven't gotten to them yet) but I just want to give you everything I think of that might help.
Putting that platform that the magnet can pass but the player can't is a good instance of unspoken teaching. My instinct was to hold down and jump to pass through it like other platformers, but when I couldn't, I understood what it was for.
I noticed a lot of coyote time. Good feature to implement! I liked how much time it was, but it also was more than enough to be noticeable.
The hub has nice parallax, but since there are doors there, is it appropriate? maybe add a section of wall behind the doors themselves to make it less jarring?
good RMB aim cancel feature.
I noticed that if I jump against a floating bit of floor and then slide down it, the magnet's collision to bump it back for its visual effect also kind of slows down the player character's descent... It hasn't given me an issue yet but it's a possibility. It might need further testing, and maybe if possible let collision affect its position but don't let it get caught easily by pulling the player back? unless that is a way to prevent you from progressing until you do something later on, though I'd imagine the inverse of the magnet-passing-only platform would work better.
The magnet and all its particles are on a layer below the key sign above each door in the hub
Also, maybe for hub doors instead of automatically entering you could have an up direction prompt? like W or up on the joystick? It could prevent frustration if you ever incorporate doors in your levels or have multiple open doors at once.
Is the inability to rapidly swap polarities intentional? You can't swap back until the animation finishes, so mistakes or trying to get something to turn off only for a moment before the magnet falls doesn't work
Loved how at lvl 5 it's starting to pick up the difficulty; it actually made me think outside of the box a little
trying to throw when on a narrow ledge next to a wall or even just next to a wall will push the player because of the magnet's collision
I had trouble with lvl 6 before I realized what to do, as (spoiler alert) I was thinking along the route of throwing the magnet onto the button and legging it while the box was going up. I didn't realize that the lip of the magnet door would block the magnet box... before that I was trying to use it as a place to stand on and jump from, thinking that might help lol. Good puzzle.
(btw I'm not counting the tutorial as a lvl here when saying the lvl names; 5 and 6 are the last 2 when I say that)
Again, great MVP! I look forward to more of your devlogs (and the product, ofc)!