Not a bad demo, though calling it "controlled generation" because you "generate" bombs honestly feels like a cop-out. The choice of mechanics and abilities feels randomly thrown together, and in particular I don't think the level design justified the strange jump mechanic.
The knight enemy who charges you when you get too close was cool but a bit too passive, acting more like an environmental hazard. The boss was a bit generic and couldn't do anything as long as you stayed under its head. Overall, most of the playtime came from the clunky controls and having to restart from the beginning every time. That said, using bombs as the main attack by itself is a cool idea. I also quite enjoyed the music, and some of the artwork was neat, especially for the final boss.
At the end of the day, trying to make something different is a good thing, but I think movement and jumping are the hardest things to innovate just because how used most players are to things working a certain way. In my opinion, the best innovation is often 10% new and 90% old; it's best to give players something familiar first so that the unique parts can really stand out. Still, good job getting the game out!