I first discovered the game after talking with the developers at Gamescom LATAM, and I was immediately drawn in by the protagonist's charming design and the overall atmosphere.
I really hope the perspective-based puzzles are explored even further, because they were easily one of my favorite parts of the demo.
As for the gameplay, since it's a precision platformer, I think it could benefit from a bit more precision in a few specific sections.
There were three moments in particular that felt like they could use a bit more polish.
The first was during the introduction: touching the underside of the platform causes you to die, even if you only barely clip it while trying to land on top, which made that jump feel a bit frustrating.
The second was the vine-swinging section. I think adding a small grab buffer for catching the vines would make it feel much smoother, since it's easy to fly past them before you have time to react.
Finally, there was a later section where you have to wall dash to activate a platform. Because there's a gap in the floor right below, lining up the movement felt more difficult than it probably needed to be.
I wish you all the best with the development, and I'm looking forward to playing the full release!