Cute aesthetics, I very much like how low-poly and small textures look here, well done! Nice animations, cute creatures, the idea of tongue to pick stuff or to fling it your way to bite it afterwards is sweet, absorption of water to have additional "power" is also neat, but maybe it should be automatic?
I played both yellow monster and blue monster sections, both could use some fine tuning. I'm a keyboard gang, don't hold it against me, but I couldn't figure out how to dive with a blue guy. Swimming is a little painful, something's wrong with the camera, the angle you're swimming, I just couldn't get the proper feel for it. Jumping out from a ball was always about luck. Maybe you can add charging for jumping out from the ball that puts camera directly behind your character? Other than that I really like the idea of a water-based animal that absorbs water and shoots it at enemies, also abstract water shapes that you can travel through is a neat idea.
Yellow guy is also fun, but swinging "might" need a tweak or two, depending of what you want to achieve. If you want to have it for hardcore crowd then it's fine, but for the rest of the population you'd want to increase your initial swinging speed, let the character stay attached when hitting a wall and add a way to shorten/lengthen your tongue when swinging.
Other that that your demo is pretty hard. Falling to your death is common, miscalculating the speed/jump height is often annoying, I couldn't get to the top of the big structure. It IS fun to explore the level and to use your tongue to reach new places but it has to be easier. I hope it's just a test level and it won't be a part of the main game.
There's a way that text box stays on screen until you die, I was talking to one critter and using tongue to grab it. after that the textbox stayed and I could summon another textbox over this one. The shark also had a bug where it looked like he has water but attacking enemies wouldn't damage them, the water wasn't actually absorbed.
You have something special here, but now comes the hard part - creating substantial levels that are fun to play and look nice. I snagged about 5-6 orbs in both worlds, but some of them were just super difficult to get. The initial swinging tutorial room is almost too difficult.