New peep here from Mexico, wanted to share my 2 cents which are long overdue on the Toybox.
I'll keep it short to just critical things instead of nitpicking every last detail as I'm sure that's already been covered.
1- Blob shadow and navigation
After playing around some more I found that I'm disoriented at times of where I am on the world space not because there's 2 shadows but because the blob shadow disappears! There is no sense of grounding in shadow because that realtime shadow can't be cast and your blob is missing until you jump. I've fallen quite a few times by running a bit too far off an edge because my real shadow doesn't tell me where I am on the surface.
A permanent blob shadow (even a very light or tiny one) would help ground me at all times. I imagine that a permanent Mario 3D World shadow may mess with the style you envisioned but the fact that it's permanent and always touching right beneath you is a HUGE help with knowing where you are at all times.
2- Rolling and turning
If you can only make one change, I'd make it THIS. That one section where you have to roll up a "hill" made it painfully apparent that turning around in tight corners should be more "game-like" and less realistic to give you control (which is KEY to a platformer). It's nice that when you turn while rolling you can in a curve... until you have to navigate tight corners and constantly fall off because you wanted to tweak the angle you're facing and the game decides to do donuts instead. Needlessly frustrating and don't think that realism in turning is something that'll break a game with a trouser-wearing snake.

Just let me turn on my axis and if I fall while rolling up a hill I'll know it was my fault and not the Ridge-Racer-Laylee drifting controls.
3- Movement combos
I'm not sure if this is related to combat since I only have the basic Toybox, but there have been moves that feel like they should combo into each other but don't and that takes away a sense of control. Rolling and then trying to stomp for example. It's unreliable but I managed to make a stomp after a long cooldown from ending the roll animation in the air. Feels like I should be able to stomp much sooner. Getting INTO rolling shows a smooth transition (say you high jump and roll immediately after landing, it works as you feel it should, but from rolling to anything else... doesn't work or feel as it should).
I can understand some things not being able to combo for balance reasons like rolling into a regular spin attack or rolling into a glide/flap to make crazy long jumps. Still, like point 2, it sometimes feel as if something should work together and it doesn't. A stomp specifically would be great to stop your crazy forward momentum.
4- Camera
I've seen this discussed so I'll just second that sometimes, blob shadow aside, it gets hard to see where you're going to land. Maybe auto-tilt the camera down a bit to see the very edge of where you'd land, especially on bigger jumps. This would be even more helpful if a permanent blob shadow solution was implemented.
5- Skippable dialogue
This one is
just for the Toybox probably, but if you want to jump straight into playing it's a bit of a pain to have to wait for all of the talking.
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Overall thoughts
I really enjoyed the demo! Controls felt intuitive, platforming was fun, the art style already shines, and that preview with the floor types and the hidden room were nice extras. Ball rolling wasn't the most fun thing in the world but I liked the hunting for feathers as it really does become in part a test of skill and also a reward for finding every nook and cranny of a level. You guys have made a great thing already and I can't wait to see what you do when you've had more time to add spit (lots of spit, I'm sure) and polish.

Thanks for hearing me out.
