The Idea is good. Immersive sims do benefit of having an open world (even if it resides within a building) instead of small levels, but we both know well enough that a good open world isn't something feasible for a game jam. The levels themselves weren't great. And I would have liked for the player to maybe have a small point light attached, so close objects appear just a little brighter.
The floaty jumps: Instead of using a ray cast, use a sphere cast so you can still jump, when standing right on the edge of an object. Use a stronger Impulse and enforce some delay between jumps so you don't get the current slow acceleration upwards but instead a real jump. To make jumping feel even better, check whether the player releases the jump button midair with velocity upwards and give them a small impulse force downward if they do (this force should be relative to their current upward velocity, so the player doesn't just get thrown to the ground once releasing)
Sound:
Your sound effects lacked attenuation and directionality. If a level had a lot of enemies, the sounds would be a bit overwhelming. I think unity's audio source component is made for exactly that. It would have definitely been helpful to hear where enemies come from and get a sense how far away they are.
The potion throwing may have benefited of an indicator (like the white dots in angry birds) showing an approximation of the arc the potion is thrown in. Though this is more a taste thing, some people like indicators like that and some just find them immersion breaking. I find them helpful for doing more strategic throws that are supposed to hit very specific things.
I'd love to talk more about the potion mechanic itself, but I'm afraid I can't. The current levels didn't really need me to think of any good way to use them. Though, turning your enemies to gold was funny.
Would have been interesting to see how this game would have felt, being set in the right environment.
And even with its shortcomings, I still had fun playing it.