
Adding onto the first point, though, it might be a good idea to auto-assign it to kbm if you don't add auto-swapping.
Auto-swapping could be done by just checking which one input something last and then using the methods for that scheme.
To fix this, you should just be able to set an option for kbm, controller, or maybe even auto-swapping in the settings. Not a game-breaking issue, but I generally like to keep my controller plugged in when I play other games, but when I booted this demo, it wouldn't let me select anything via kbm and was really jittery until I unplugged it. I think increasing the vertical throwing height might help a little bit in terms of controlling the magnet, as it feels really heavy right now and just doesn't feel right to me. I don't see why throwing the magnet is locked to certain angles? It feels really clunky and hard to aim. On the magnet flinging level, it might be a good idea to make it more obvious that you aren't supposed to throw the magnet from the top platform by hand. Increase the magnets' friction on the ground when thrown. Also could screw up some stuff, but this one feels like a more important thing to feel good than jumping, as having to cancel, move, cancel, and move again to line something up can be annoying. Not that it's a big deal, just a nitpick I guess. I know this could screw up some stuff, but honestly, the jumping just feels really unsatisfying to me. Even just adjusting the acceleration of the lift would be nice. Also gets very annoying when paired with the resetting issue as it takes a lot longer to get back to where you were. Gets very annoying very fast when just trying to get a good idea of what to do by screwing around with stuff. Remove (or mostly remove) the need to reset the whole level on player error. I like the demo as a whole, but here's my general thoughts/ideas: