My feedback for Daydreamer:
What your game does well:
Your game's art is cohesive. No asset felt out of place.
The controls are simple, and don't ask much of the player. This allows them to enjoy the story that the developers want to tell. The ending is a moment players can relate to.
The gameplay is a brilliant execution of the theme 'inside out', tying the setting and the puzzles together.
Dialog felt paced and legible, despite the use of the star-themed font. It worked in the game's favor.
What your game doesn't do well:
I have a hunch that the 'Z' key was chosen to return Ashley to the real world because of the letter Z's association with sleeping and coffee by extension. From a controls standpoint this is could be uncomfortable for the player's left hand at times.
At the end when Boughdough begins to cry, it could have a lot more impact. Right now it falls short of its full potential because the player doesn't spend a ton of time with them to be emotionally attached.
Areas of Opportunity:
This is the first game I've played in the jam that left me wanting more. More puzzles, more tension between Ashley and her boss., etc.
It's great start for a project, and it has a lot of potential to be a bigger, scalable project. You have all the core components, it's just a matter of building and combining them.
I hope this feedback helps!