I think I beat the game? I can't figure out what to do after getting to the elevator, i have to presume the demo just ends abruptly there. oh well.
Anyway here's some feedback: I overall liked the demo, the only reason There's more negatives here than positives is that usually criticisms are more helpful.
-Overall, I liked the controls. They felt decently nice. I especially enjoyed spamming jump to climb up tight spaces quickly. Not being able to do a shorter jump was jarring at first, but i got used to it quickly. I think it would be fun if you made it so the character falls faster when you hold down. that way you can fall faster down long falls, and you can decrease your jump height by pressing down right as you jump.
-The level design was very fun when I was playing a challenge, but exploring the warehouse got stale pretty quickly. I initially really liked exploring and finding secrets, but then I learned that there was no real reward from doing it. Then after a while I was really wishing for a map, since I had no idea if I had fully explored the area. I think adding a map that fills out as you find new rooms would work very well in this game.
-the controls screen lies. F is interact, not X. You'll probably add changeable controls in the final game so i guess this is only a demo problem.
-I wanted to try and use WASD to move and the up arrow to jump, but at random times, the up arrow would swap from letting me jump to just making my character look up. for some reason this ate my left and right inputs which made this not work. I think the up arrow should stick to just being jump in the final game, since it doesn't do much right now. (but still let players bind keys to multiple actions if they want to, having wacky control schemes is fun and more options is a good thing.)
-the floating chunkfish in the background of the warehouse are cute, i like how they look, but they look way too real. I tried to land on them twice. I'm willing to accept this if you can't keep them looking as good, it does feel like a silly mistake on the player's end, which could cause some laughter if kept in the game.
-I don't like how the music completely stops when you open the pause screen, especially in the main menu.
-I didn't like not being able to skip the cutscene where you're airlifted into the level.
-having to double tap the exit button was unintuitive. the first press gives very little feedback, so i was confused every time i wanted to press it.
-if you hold e while walking you should be able to move around while spinning. don't bother making a whole new animation or anything, just have the character move while spinning.
-A lot of games let you click on the volume icons to instantly mute the volume. It would be convenient to have that here.
-I was disappointed the flashing of the down elevator button wasn't morse code. i must've spent like 30 minutes trying to decode it.
Overall the game was a fun time, but suffered from a lack of direction. I look forward to seeing how it evolves for the full release!