I can tell this is like a first or early project of yours, so it's kinda hard to figure out what kind of criticism to give.
-The bouncing mechanic is fun and gives the game an identity, and honestly I think it needs the most attention given to. Trying to get to grips with how the bounce mechanics work, I couldn't bounce high enough to reach the highest parts of the stage the first time because I ran out of berries trying to figure it out. I'd honestly encourage you to just remove the limiter altogether because at the moment all it's doing is limiting the fun.
-The signs look kinda ugly with words cutting out, spilling over the text box graphic and not being layered correctly. I'm sure it was a last second addition but for the next demo I'd suggest copying a bit more from SMW and making a big black textbox that covers more than you think you need for text, and pause the game while it's open. Make each textbox about one thing (one for controls, one for a quirk with bouncing, ect.) and only interject personality in service for the point you're trying to make with the text box.
-You should look into having different control binds. I don't have much to say on it just pick arrows or WASD and stick with it. If you stick with one default control scheme it will be easier to make it good even if some people may not like them at first. Also of course add gamepad support down the line as well.
-So for the physics, I'd describe them as molasses-y. Like Blorbguy's acceleration feels extremely rigid making it feel like he's trudging through mud or molasses. There are some great games with awkward acceleration/deceleration that feel good to master because of the additional movement tech like the bounce, but with that approach Blorbguy's base walking speed should feel good for adjusting him to make the next bounce if that makes sense. I'd suggest making his walking acceleration maybe 1.5 or double the speed? Kinda gotta eyeball it. The more quickly the player can go make sick bounces the better.
-Lastly, show some confidence in your work. Dedicate yourself to using one method of horizontal movement. Let the comments section speak for itself and at best have a reminder at the end of the demo to comment. Figure out the physics yourself lol, trust your own feelings with how the physics balance out and throw away that huge ugly debug menu lmao. Players will self select based on preferences to your decisions, and a good game will make people change their preferences to what the game does. I hope this is helpful and encouraging