I normally love these kinda games but when you add in randomly generated maze like elements with backtracking with a harsh time limit it just falls apart for me, the actual platforming feels great (even if I don't like the mana system) but that doesn't matter when I end up getting lost a ton, and due to the way the time limit works based on collecting gold, getting lost and going through a room again basically just kills the run. I enabled a bunch of extra time seals which barely helps, so my only option would be the unlimited time option which guts income by a ton, but no pressure at all also kind of defeats the point of the game as well since otherwise you are just repeating the same rooms over and over again without anything to make doing them again interesting. A big part of it also seems to be the massive difficulty spike between baby steps+ and baby steps++ which doesn't make for a smooth transition at all. Maybe it can all work better when you ease the player into mastering the rooms so they can go through them super quick, but as the demo currently stands that easing doesn't exist. And even if they do master each room perfectly the player can still get lost in the maze anyway.
Honestly I'm just very confused on what the target audience for this game is supposed to be, it just has a ton of mismatched ideas that don't really work together at all, not just with the supposed lewd management content but just the dungeon gameplay itself has a ton of systems that don't don't make much sense; Why is picking up and throwing boxes a mechanic? Why do I need to stop to manually interact with switches? Why are there three additional jump types to cycle between when it never seems I need any of them? Why is there a random memory game I need to play between getting to the end and getting back to the entrance? None of these things enhance the speedy platforming experience, they heavily clash instead.
Additionally there seems to be a ton of text teaching you about systems or mechanics that barely matter at all, maybe keep that stuff out of the demo until that content is actually in the game, or just simplify them until the systems are in place to make them matter. The seal system is overly complicated when it should be easy to understand and use to help the player make the game difficulty right for them.