Here is a early look at a upcoming Bokube Demo version 15 based on your feedback:
1) " the style is cute and attractive though inconsistent".
Looked for warped textures within the demo levels to try and make it more consistent. In the desert temple demo level where things look scary because of the giant eels I added more statues of cute colorful bunny cubes along walls to lighten the mood.
(Though one thing to note is the game purposely has scary elements its a blend of scary and cute for the stories sake in the full game). *(I can only guess this level is what threw off the consistency for you since you didn't provide feedback for what about the art is bothering you and this is the only level in the demo that has scary element's with the giant eel statues)*
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If these need changes because of color or something let me know if its too busy for you or something I may darken their textures.
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2) "least fun mechanics: Enemies, Interactable, Dashing, are overutilized".
On every level in the demo I removed 2 blue enemies and replaced it with a section that forces you to understand the tile movement more and push green puzzle cubes out of the way as a small puzzle. So each level gets 2 more block pushing mini puzzles now. I think increasing these will make the balance of action and puzzle feel better.
There is only me working on the game so I never know how it feels as a player since I'm too brain-rotted from working on the game alone for so long.
Here are pictures of each of the added segments (Note doing this removed 2 enemy encounters from each level but there are still enemies and traps of course just less of them). Hopefully this will increase the quality of the gameplay genre balancing mix of puzzle and action platforming.






All of these additional 9+ mini block puzzles to the demo levels should force the player to understand the tile system and 3D rotational directional camera more.
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3) "This is especially apparent with the boss fight, a simply patrolling boss fight mixed with some toggle buttons, that's it".
I changed this boss fight to be a sokoban puzzle challenge now where you need to push blocks the correct way to get out of the exit of each arena BUT ALSO hit toggle boxes while avoiding the boss. The bird boss will fly through the arena so you need to figure out how to push the blocks and dodge the attacks along the tile system now instead of just arena's with rings and buttons there is a little bit more complex sokoban box puzzle in each boss arena to deal with/turn your camera with.
Here is 3 photos to show each boss arena as it gets a little more complex each time until you beat all 3 arenas/finish the fight.
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I'm going to playtest this now for 1-2 days and then push out the update on both itch/steam. Thanks for your feedback.