The general idea and look of the game all seem to suggest a finished and polished product, but there's still a lot that's rough around the edges here.
1. I had major issues with using my PS5 Dualsense controller with the game. Even after disconnecting it the level menu kept having Boku always move to the right.
2. The prompts for buttons, at least in the level select, seem to be given for both controller and KBM. You should change this to give exclusively prompts for one or the other; I think it will confuse players to see keyboard controls given if they're on controller and vice-versa.
3. Jumping for a second time seems to just teleport you to a certain positions and then give you an upwards velocity rather than giving you upwards velocity at the current position of Boku. This looks extremely weird and jarring and makes the double-jump feel quite awkward at times to use.
4. Cancelling out of selecting the direction of your dash with a jump is taking too much control away from the player. Just allow them to cancel out of the dash direction selection without having to jump upwards (as far as I can tell there's no way to do this).
5. The remote bomb you have to touch before you can set it off should give some kind of visual cue to the player that they have touched that bomb as well as the explosion radius of the bomb. It was very hard to understand how this component worked, especially being that the controls prompt to "use the bomb" disappeared a short distance away from it. This made me think the remote bomb had a distance I needed to be within to activate the bomb (where I could see the prompt), but I always ended up killing myself because the controls prompt disappeared within range of the explosion (so I kept activating it within range of the explosion when I could see the prompt).
6. One of the levels had lasers you could rotate from any position. Being that I just came from a level where I had to touch a component to use it (the remote bomb) I thought that I had to do the same here. It was not apparent that I could control the lasers from anywhere until you told me on stream that was the case. You should make an effort to make this far more obvious to the player (perhaps make the introduction of these lasers REQUIRE the player to use them at a distance, and see multiples of them moving, to get rid of a monster before proceeding anywhere in the level).
7. There were some visual artifacts/bugs I encountered with the fog in a level being higher than it was supposed to be (I wouldn't have known if not for BokuDev telling me this). I also recall seeing a spinning diamond thing have some odd shader issue where it got superimposed on and cut off by a part of the level
8. Not sure why, but I seemed to get hit a few times while in air even though the enemy attack was on the ground.
9. It seemed at least one of the enemies in a level acted a bit sporadically with shooting tons of bullets out and killing itself on occasion.
As far as I've heard and know, it seems like a lot of Bokube is already completed level-wise(?). If that's the case I think the next step you have that is extremely important is just polishing the glitches/bugs out of the game so it feels better to play, and improving the tutorial experience and introduction to gameplay elements such that they are understood and picked up quicker by players.
Viewing post in Bokube: Demo Version jam comments
1) I spent a lot of time lately trying to upgrade the engine to unity 6 LTS to get PS5 controller support but even with removing all the errors I cant get boku's player controller that used incontrol from unity 2017 to work in Unity 6 LTS so im reverting back to Unity 2017 and I realize now that steam has custom controller support that would make your PS5 controller work instantly and natively on Bokube because it would act as a xbox controller gamepad with steams controller workshop stuff without you even editing any steam settings right of the box you'd just have to download the game from steam when I make a steam demo or something and launch it from your steam library.
In the future after I release the game on steam and need to do a console port or something il have to hire someone to help me port it to Unity 6 and remove incontrol for the player controller.
2) I added a splash screen that mentions that Bokube natively works with a keyboard or xbox gamepad encase someone plays this demo without a steam version from the exe. itself so they dont get confused why their PS5 controller doesn't work. 
3) I liked originally that the double jump is almost a warp dash upwards and I thought it looks cool and unique but you and a lot of other people have said this so I rewrote the code to make a smooth transition upwards instead of some kinda warp.
Here is a video of it.
https://x.com/BokuDev/status/1990197666941436248?s=20
3.2) (I made it so control prompts have COLORED text for the inputs so you can understand controls better in the tutorial explanations).

4) I made it so that pressing X button of a xbox gamepad or pressing F key of a keyboard just cancels a dash as well as hopping with A or space bar does.
Here is a video of it
https://x.com/BokuDev/status/1990205109339295829?s=20
5) Changes to the bombs* "Touch a BOMB CUBE to turn it on. (X) BUTTON OR (F KEY) TO EXPLODE ONCE BOMB IS ON AT ANY DISTANCE AWAY FROM BOMB". The bomb turns RED when it is on instead of staying blue and the text mentions you can explode it from as far away from the bomb as you want.
6) Added a laser introduction to the desert temple level so the player will know to burn ghosts with lasers. The prompt for this in the areas where the laser is used is large and explains the rotation can be done at any distance away from the cube.

7) I pulled down the fog in the desert temple level a lot so this bug shouldn't happen anymore.
8) I playtested the demo myself again to make sure I'm not taking damage when I double jump from any enemy.
9) I rewrote the projectile enemy so it won't kill itself anymore.
10) added a mention in the tutorial that landing on top of a puzzle cubes spike bit will instantly kill you.
This update to the Bokube demo will release later this week. il announce it on twitter when its ready. It will be BOKUBE STEAM DEMO_008