I've finished the full release, and it was a fun little time!
You mention in the credits that you feel some of the dialogue was rushed, or "cringe." In my experience in this and every other game you've created, you've got a knack for fun and endearing dialogue from characters <3
(Or know just how to make *certain* characters absolutely infuriatingly awful)
I think Xee, while not being a fully fleshed out character like Cloud Strife or Shulk, is still likeable and enjoyable in how they interact with the other denizens of the internet.
As for gameplay, largely a fun time, with some inoffensive quirks, and only a couple bits that I didn't quite get used to. I think the metroidvania elements were done fairly well, especially for a first attempt!
Considering I had the ability to aim up or down when shooting, I frequently tried to throw grenades up or down to affect the trajectory and was reminded that grenades only have the one throwing arc, unless you're in movement. That might just be a me problem. :V
SPOILERS FOR THE FINAL BOSSES:
I think the final bosses might be the weakest part of the game, unfortunately... The Seal of Disapproval is fairly trivial, especially if you've got an upgraded gun. Lead your shots, take care of the spawning ads, and the fight is over fairly quick without losing even half of my health. I beat it first try, both times I fought it.
The Omega Spamloid is on the opposite side of this spectrum, I died many many times both times I fought it. I noticed whenever taking damage, the shield is activated, and that seems to make enemies lose aggro, and start to float away. This behavior would frequently mean a grenade toss missed one of the spamloids and would roll away, which was frustrating on top of trying to dodge the bullet hell from killing the other spamloids and turrets. I think it's ultimately a good idea to *not* have enemies endlessly try to mob a player even if they have an invincibility period after getting hit, but it was definitely one source of frustration in this boss fight.
The main frustrations was mainly the gauntlet of trying to survive the allotted time, with all the spamloids and the way they shoot out projectiles upon death making it very difficult to navigate without taking a lot of damage.
Bear in mind with all this criticism I'm throwing out: I am not a game designer. I respect you so much for putting yourself into these projects, even if they don't go to plan! (They rarely do!)
Thank you very much for making this, and sharing it with us! Looking forwards to more from you! ^w^