The tutorial section was problematic for me, because I misread the text for the big jump as "hold down jump", instead of "holding Down before jump". So, I had to restart the level to reread the dialogue. Having the actual explanation permanently on screen instead of in dialogue would be a lot nicer. Also, the jump-charge visual effect could start instantly for better indication imo.
The dialogues themselves are somewhat useless the way they are designed, as they get in the way of play. They happen while in action - so I can't read them anyways -, and they always have to catch up, rarely being relevant to what's actually on the screen. For instance on the level with Mr Sol, while I was standing in front of the exit, the dialogue was super far behind. I had already passed the sun, but they were still talking about how the button that activates the floating block doesn't make sense.
If the focus was on the dialogue, there needs to be a lot more downtime between the sections.
The background art is somewhat hard on the eyes, as it's very saturated. The trees are weird as well.
I played with a controller and have nothing to complain about the movement. Everything felt alright, though the fairy dash felt super cheesy, as I could spam it to basically skip everything.
Not sure about the reconnection of cat and fairy though. I expected it to be the same button as to separate.
Music, sfx, menu, ui is very nice.
Story I can't say, as I didn't really read the dialogue for reasons stated.