I'm not a fan of arbitrary punctuation in titles, to be honest. But I'll give it a pass for your sake.
I'm also not a fan of text-based tutorials that dump all the information on the player at once. By the time I've gone into battle, I've forgotten how to fight. I won't be giving that a pass. Also, of all the keys, why Q, S, and Z?
For a game that seems so story-based, it's odd to just start the player on their mission with no information. Assuming I haven't read the description (which you should always assume--let the game itself tell me what it's about) I have no idea what's going on, why I need to kill these bots, etc. It's very unclear whether this is fantasy or sci-fi, as there are elements of both battling for my attention. I like the music, though.
Did you draw the player character and their sprite yourself, or is it a free asset? Either way, the cleavage in her dialogue sprite is ridiculous, especially for a jam for all ages.
For some reason I selected my item in such a way that I had to use the S key to attack with the Sora Star. It took a while to figure this out, especially since the controls told me otherwise (Z for weapon). I also found myself pressing X (menu) instead of S a lot by accident.
The combat is pretty satisfying. Needs more sfxs to go with the visual info, but I like it. Also, is the death sound the same as in Undertale? Was that a coincidence?
I also like how you can destroy nearby plants to get healing items, and that you can throw the Sora Star at an angle. That's a nice touch.
I really like how you teach the player you can use the Sora Star to hit levers without saying a word, just with the natural implications of the throwing mechanics. Same with the grappling hook (which didn't run out even though it said I had only 2, btw) . But why can't you hit switches with the grappling hook? And maybe either the grappling hook or the Sora Star should've been a skill, so the player doesn't have to switch between them so much in the later stages.
I like how the boss has the same weapon as you--something you've gotten familiar with throughout the course of the game, but also can take advantage of to destroy plants, as well as dodge. It wasn't too hard after I remembered I can run with Shift, though. And there needs to be a visual indicator when the boss is going to throw its weapon; half of the time when I got hit, it felt unfair because there wasn't a visual indicator.
Also, there NEEDS to be a save point in the platform level after the boss! I reached the kitchen the the jellys then died, and I had to start from the boss! That's super frustrating!
The gun was hard to use and made me die the first time, so I ended up just using the sword after getting it. But then you overloaded me with enemies and fireballs, so I switched back too it. Also after dying and coming back to get the gun, I noticed there's a save in the main menu. Why have a save in the main menu and a save point; pick one or the other! The presence of a save point implies the absence of a manual save!
Didn't know I could destroy fireball machines until I had those two shooting at me after the save point. Would've been nice to know that earlier.
Also, I could walk on the kitchen, bookshelves, and boxes. Just so you know.
At first the final boss was pretty hard; his projectiles are super challenging to dodge. Then I decided to just stand there and shoot him in the face repeatedly. Guess what--it worked! He didn't retaliate as I shot him over and over until he died. Without this exploit the boss probably would hae been super hard and near impossible; nothing previous has really prepared me for this.
No ending cutscene? Why not; could've tied the story together.
Overall, this is a pretty satisfying demo. The story's practically nonexistent, and the story that is there has cliche lines that don't interest me. The gameplay is pretty fun, though, and was a satisfying 20-ish minutes. Maybe develop this into a full project after the jam's over.