So, here we go.
The first thing you want to do is teach the player how the game works, you want to be super clear because misunderstanding something in a puzzle game can be extremely frustrating, since you might get stuck because you missed a detail and not because you're not capable of solving the puzzle.
So the players need to know the system, the objects, the abilities of the character, what they can do.
And then they can solve the puzzle by working with those things.
So this means animation, level design, design of objects, it all have to serve the purpose of being obvious and not misleading the player.
For example, the controlling other robots ability should be obvious right away. Even taken out of context it should be obvious what is going on and how it works.
Some concrete examples/suggestions.
- Add antenna to robots that can be controlled. Make them animate as soon as you use the ability.
Highlighting outlines of robots could be a step further. They already stop moving which is a good indicator.
- Add radio-waves coming from the player character, to indicate that he's sending out signals.
- When the green cursor box appears, it's not obvious that you can move it around. This might sound silly, but it's better to be safe than sorry. Adding some blinking arrows around it would be an easy tweak.
Some other suggestions would be, adding signs pointing at things.
For example, an easy way to tell where the player is supposed to go, is by lighting up an exit sign above the door he's supposed to reach as soon as he enters the level. I also think it would add to the charm.
You've got a good idea going here, I love the retro charm and there are some really cool animations, like when you take over the body of another robot and your character shuts down.
I think I'm also starting to get used to the to the movement speed.
Here's an edit I made of a screenshot, showing how you can make the graphics clearer and some other stuff.
Notes: "This situation sucks", since it's the first level I don't think there should be a wrong solution.
There's nothing wrong with holding the players hand for the first two levels or so.
You can also make it smaller and more focused, although it still has to be interesting enough to catch the players attention.
Edit: After reaching the outdoor levels, wow! :D
Love the spider, the room with the saw blades, that's brilliant!
But I keep seeing stuff that screws you up at the very end or even after a puzzle is completed, if you don't look at all the details. When you've figured out the solution you shouldn't have so much trouble battling the game itself and trying to get it to do what you want it to. (I got killed by a box for standing to close to a ledge in one room)
And another example, in that particular spider-sawblade room there's the soldier and if you forget about him and just eagerly push the button as soon as you reach it, you've screwed it all up..
Personally I don't like that at all..
Also, the transition from indoors to outdoors is quite strange.. Could use something in between because now it just really sudden.
Perhaps a room where you break out from the lab like in portal or something?
It also feels a bit odd since I didn't really see a reason to leave the lab, you should probably try to add in some subtle story details in the background as to how oppressive the lab is.. Apart from, you know all the stuff trying to kill shoot at you or smash you into pieces.
And finally, you should add names or numbers to the rooms, like in the corner, perhaps using signs saying 'Test chamber 001' (too much portal?), that way it's easier for players to refer to rooms instead of just "that room with the guy and that thing"
Edit2: What about laser-sights for the shooting guys, that way you can tell that the entire area where he aims is off limits. Because I found out rather late that they actually chase you down if you're in their line of sight. (and that they always turn to face you)