First of all, good job getting a full playable level out. I'm not sure you should give up on this one just yet, with a bit of polish it could definitely be a very enjoyable experience. I for one don't mind playing these type of games on my Android/iOS devices, so bring it on!
As far as feedback goes, I second all comments by Erik, especially the limited jumping at the start
. It made me feel so weak as a character I almost quit the game right then and there
. While you can get away with such artificial overlimitations if your protagonist is abstract (e.g. a cheese on wheels), you shouldn't do it with a human. Just make the jump slightly more effective (more wide than high, I'd say), and design your puzzles around that!
Another tiny detail that threw me off was that your level seemed huge
for a moment of two, much bigger than I liked it to be. It brought back memories of several "run through huge generic level for hours until you figured out you needed the middle road at A1" games of old... but luckily, it turned out to be very much the right size. Throwing in a couple more signs or other points / unique markers here and there might go a long way to resolve that problem.
Oh, and I really feel there should be a more rewarding animation and especially sound effect for picking up diamonds. I only found one, but found the experience so anticlimactic I couldn't be bothered to go looking for more. Unless ofcourse there is an in-between-levels shop we don't know about yet.
In general, what I missed more than any unique gameplay mechanic was a bit of *atmosphere*. I think you should focus on the schism between the nice, relaxing stroll
through the green fields to Nana's home, only then to drop in a dark/surrealistic/dreamy underworld
where you solve puzzles. Change the skybox, change the colors, add some atmospheric sounds, add some glowing goo, friendly eyeballs and other stuff (toys, dinosaurs, whatever atmosphere you are going for) in the walls, stuff like that.
- The water tiles often had visible seams.
- The spiky turtle walk animation didn't loop properly (and wasn't too good either, compared to the pretty ok main character animation)
- The end text has a type (beleive -> believe)