Heyope, played your game a week ago.
First off congrats on the finished project of course. Though I've also got some detailed thoughts here:
Gameplay
I think the jump is a bit off a miss. It feels VERY floaty, but I can't exactly say why. I myself haven't worked particularly much with 3D Jumps so I can't give any direct advice.
I think maybe it's the amount of time you spend in the air or the high amount of air control you have. Maybe a bit of a harder fall could fix this. Butof course making the jump not floaty at all could feel pretty out of place.
Something with a bit of a Hover time at the jumps peak could work, giving the feel of a harder fall while maintaining a bit of floatiness (as far as I know this is also relatively common even if it doesn't feel like it).
Sadly the only pointers I can give to fantastic 3D Platformer jumps is A Hat in Time and Kirby and the Forgotten Land.
Shortly on the genereal movement: The Ground movement also feels floaty, but I got absolutely no clue why. Maybe the movement speed. Maybe the time you need to stop. Or the amount of time I played the game being low (26 min can be very little when getting used to a new character controller).
In contrast to the jump I think the shooting felt fantastic.
The slowdown in combination with the aimbot feels REALLY satisfying to use. I have nothing else to say on this because of how fantastically well this works.
Level design
Was a bit confused about the collectibles because I just wanted to test out if I can break one of those thingies. And indeed I could. But I think it complained how bad I was for everything so I guessed it was meant to be a one-off story moment.
A less annoyed dialogue by the first collectible as well as a more obvious animation would've been helpfull. Something like the jinjos in Banjo Kazooie, or just something that flies into the HUD that pops up showing you how many you collected (I completely missed the HUD popup at first).
In general the level design felt ok. Nothing particularly bad And nothing outstandingly good. The scripted Hazards were nice but also not perfectly timed, which is fine.
Lastly on the level design: The save system of those pillar-thingies works ridicolously well. I once went the main path instead of first trying out an optional path and I was really surprised hopw well the save-pillars worked with that.
Story
Why? Is? Nothing? Explained?
From what I can gather in the comments you have a more detailed story but didn't have the time to implement it. In that case I think you could've just written an abridged version of the story and show it to the player at the start. Something along the lines of:
"This is a story about a God furious about his passing into fantasy and being forgotten, thus wanting to destroy everything. So his wife says 'no, please don't' and his daughter shoots a big sphere."
The general storytelling also felt a little annoying. And I don't wanna complain about the voice actors and writers, but Liv was very annoying.
I am not really a fan of a player character monologing to themselves about the stuff I can see... I can already do that myself.
And I think Liv is a pretty good example of why I usually don't like this. She does very useless observations which are barely engaging as a listener, especially when it is reacting to thing I woulds like to react in the gameplay or the atmosphere. Like that "Oh that was close" when some rocks went flying by.
The other issue is how unengaging the monologues are. Which also has to be REALLY hard to do well. Because in gameplay you usually only have time for one-liners. Meaning you gotta throw out some singular line that is actually interesting and that a multitude of times to build up a comprehensible character.
the only game series I know which actually manages to engage me in short dialogue-snippets is Touhou. And in thatcase it manages to do it because it has dedicated points in it's stages where you expect a piece of dialogue (not monologue like here), and the fact that it always either throws out a really fun joke or does some neat worldbuilding/characterbuilding.
NOW IN ABSOLUTE CONTRAST TO LIV
I REALLY LIKE THAT ANGRY GOD, WHATEVER HE'S CALLED , I REALLY LIKE HIM
The final act of the game in general felt really good in its combination of storytelling and atmosphere. It had a really cool dynamic of Liv, AngryGod, NotAngryGod doing lines in the chaotic atmosphere of the storm.
And especially the way the lines of the Angry god were delivered kinda makes me wanna replay that part.
In that last act the monologue/dialogue finally really felt like it had a story/atmosphere reason to exist. Unlike in the first part where it felt more like the character tried to take away thoughts I could've had.
With the collectibles being kind of story-relelevant I think you could've given Liv some lines as answer to the ghosts or have her monologue based on what a ghost said (Maybe she did and I completely forgot, if so sorry).
Graphics (nearly forgot this part):
The art design is definetly really good. I think it could've been placed a little better by giving the player a little more breathing space to look at things (there were a few but it didn't quite feel like the game really wanted me to jump on some nearby rocks to try get a better view of things in the distance).
On the VFX side of things I sadly don't remember it too well anymore, only that it had the kind of ok look to it I get from indie VFX that hasn't had the 3 year polish a full dev cycle brings with it.
I also don't remember it well enough to give any advice on how it could be improved, sry.
ANYWAYS, finishing this off:
Had a fun time with the game. Good job with it. And good luck for future projects, hope that my overly-long ramblings might help a little.