A general gamedesign suggestion:

Try to create a liniar tutorial level for the beginning,
where the player learns how to use the controls in an easy step
by step way. (moving, jumping, climbing walls, using acition, using that roll-ball thing)

Right now its too demanding in the first steps already.

Another thing that is a no-no is that invisible hole
in the first room, that you have to jump into as "ball".
There needs to be some kind of marker or arrow pointing
to what to do, else the player feels tricked on.

When you implement compelx movement action / timing, you
should do this step by step by making it harder,
so the player can learn how to control and time the
movements.
(the classic "try, learn, succeed, get reward" cycle)


Always implement new action, by showing an obstacle
that cant by surcumbed with the know action ("try"),
let the player try a new move ("learn") (maybe guid with a popup)
And let the player pass it ("succeed") with the newly learned move ("reward")