This game is a blast, and it has a staggering amount of vision for a game jam project. The difficulty progression feels natural, and I appreciate that there are plenty of alternate paths to add some risk and reward for confident players. I felt motivated to collect every watermelon I could, even though I had no idea if they were actually valuable in a gameplay sense. In other words, your game is intrinsically satisfying, which is possibly the best quality a game can have. It goes without saying, but a lot of the fun can be chalked up to the animation quality and the feedback it provides, as well as the sheer amount of style on offer. When I entered the bonus stage and started striking poses, I audibly said, "oh hell yeah" despite being home alone.
I have some constructive feedback as well, mostly on the technical side. First, I noticed that whenever I died, the camera sensitivity reset to its default value. The watermelon counter also reverted back to zero, which felt punishing, but then it jumped back up to the amount I had before dying as soon as I collected another watermelon slice. Not sure whether you intended for the counter to reset or not, but it sorta does neither. I like the alternate costume and the tradeoff of jumping high vs jumping far, but being able to switch in mid-air for maximum height and distance kinda undermines that idea and makes tricky jumps more cumbersome than they need to be (3 button presses.) Lastly, and I'm sure this is something that would have been changed if you'd had more time, the lack of floor textures in the second stage made it hard to judge the shape of terrain that's in shadow.
Incredible work overall. I hope this didn't come off as too negative- my gripes are minor and I only mention them because I really like Clara, and I want to see it become the best game it can be if you choose to continue development. Cheers, and thanks for the funny little critters.