Small things:
Rotation origin is sometimes noticeably far from the center of mass of a level
clicking/double clicking on a level on the level select screen should start it
first time opening the game could bring you right into the first tutorial
an idle animation might be cute
having a time visible by default is a stressful choice for a puzzle game
the first level shows that m1 selects a guy, but theres only 1 guy. The "left clicking selects a guy" thing should probably show up on the level where multiple guys are introduced
What guy is selected isn't obvious, and sometimes is completely invisible
How come on this level i just had to combine 4 guys? Why don't I have to get this guy to an X? On get-to-the-X levels, the guy doesn't have a dot. All i did was make a no-dot guy. Why no X?
When the guy changes his down direction by walking along a curve, rotation feels really weird. This is a fixable issue. Make the camera able to rotate in all 3 axis, always relative to the current position. Should feel closer to a 3d modelling software, and not a 3rd person game.
"Next" button when beating a level could be bigger and centered
Oh theres multiple X's. So its not get-guy-to-X, its every-X-needs-to-be-stepped-on
After beating the last tutorial level, it prompted me to "load next", and it took be back to the first tutorial level
Sometimes, the level will get off screen, expecially when the rotation origin is very far from the center-of-mass of a level. On the main campaign level 2, Its pretty easy to make the main guy totally off screen.
Pressing R has like a 0.5 second delay before the animation starts
Replace "close" with resume
Change custom-main-tutorial to tutorial-main-custom
preessing ESC on settings window is weird
settings window is hard to use when in a level, since its translucent
I have no idea what "switch left/right" means
Big Things:
Option 1: go linear
Why are the tutorial and main campaign separate? Most puzzle games go: introduce mechanic, couple puzzles to master mechanic, introduce mechanic, couple puzzles to master mechanic, puzzles that combine last 2 mechanics, etc. Instead, Paraperspective just introduces all mechanics in the tutorial, and then has a bunch of random levels in the main campaign.
Option 2: open world level selector
Level selector could be replaced with an open world type thing to select levels . Open world would use mechanics itself (see: stephen's sausage roll, the witness, taiji, baba is you). Different mechanics would be in different "biomes"