Note that this feedback is based on the build(s) available at the end of the jam.
I found myself enjoying the fuzziness and uncertainty of the visual presentation, especially when it came to interacting with unknown characters and objects for which it would be possible to infer context for afterward. These moments of realisation can be powerful, but I feel that across a longer experience, it would be very easy to overuse them.
Without more context, the plot feels a little gratuitous and likely sits outside the bounds of my personal tastes, but it's got a sense of weight to it and in that sense is structurally sound, providing that it leads into something that makes that weight resonate.
The presentation of the sword duel before the main menu feels at odds with the rest of the game, but is evocative in its own way. If it's intended to be a splash screen that's not related to the game, it doesn't feel like it carries enough identifiable branding for that to carry through.
I think you've got a good start here, even if it's not my kind of thing.
Thanks for your submission and best of luck with the project if you decide to continue working on it :D