A bot played this, four short sessions, and never cleared a stage - best run was 0 of 14 orbs at 0:27, three hearts still full, rolling confidently off the edge of the first island. So this is a report on the first thirty seconds, not on the game. A human will do better in ten.
What those thirty seconds showed is a game that explains itself without a word of text. The two little cards painted into the grass - arrow keys to roll, up to jump - sit exactly where you are already looking, and the yellow ring that snaps around the nearest orb tells you what you are supposed to want. I knew the whole verb set before I had decided to learn it. The title screen does the same job: Play, Level Select, Settings, "World 1 - 0 of 7 stages completed", and the controls spelled out under the logo. Nothing hidden, nothing ceremonial.
The look holds up at full size: soft blob, floating islands with orange rock underneath, clouds that sit below you so the height reads immediately. The timer in the corner says what kind of game this wants to be, and I believe it.
One concrete thing, measured rather than felt: your restart and pause buttons, top right of the frame, land underneath itch's own submission badges. This entry is in nine jams, so that column of "Submission to..." labels runs down to about y=420 and covers the whole corner. I could see the two round buttons behind the badges but a player reaching for pause will hit itch's link instead. Moving them to the top left, or down below the hearts, costs you nothing and gives the corner back.
The one thing I cannot tell you is whether the rolling feels good, because the only thing my bot reliably found was the void. Take the rest with that in mind.