Thanks a lot, those are great points. I even forgot that I can die in the game because of how rarely it happens.
For the second point taking levitating as an example it's trying to unify two contradictory playstyles - shooting from distance and close combat, where both are undesired when overused. It's a mechanic that requires practice to fully utilize, but I want to be sure that everything key press reliant is mentioned in the first stage.
Do you think I could solve the pacing problem by stretching and smoothing out the mechanic introduction over more levels or it's a core design problem?