Interesant frate!
Considering it's your first game, you managed to implement quite a few stuff and functionality. I liked the background art, sometimes the color combinations (Gary's over-saturated eyes, the colorful menu) are not so easy for the eyes.
Now for some constructive criticism: always make a skip text button! It can get very annoying. Don't take this the wrong way, but I've seen many games making up for the lack of mechanics with looooong texts. Some people like visual novels, but most players want fun/second. And that fun should not be repetitive, it should be gradually increasing in challenge, variety and awesomeness!
I recognized a lot of romanian word order in your sentences, and a few typos. Watch out for those, or quickly ask one of your fluent english friends to edit your texts.
The player's movement seems slow most of the time (I know it's matching the footsteps animation, good job, but you can speed up the animation inside the animator window). It should be slow in tight places, like that backstage, but out in the open, when the character is small on screen, the speed should be faster.
Sometimes the jump is unresponsive, and that's a major no no, trust me. I'm a patient fellow, and I was forced to quit the game where those balls came at you after 20+ tries, each failing because of the jump not working... Play-test, play-test, and then play-test some more! Give it to friends who know nothing about your game, they will notice these things very soon, and you could fix them before publishing the game.
Why isn't there a mouse in the menu? And why toggle between buttons with W?
All in all, respect for being honest, hardworking people! :) You certainly have vision, though you lack the experience and know-how. Watch ExtraCredits on YT, especially the older episodes (they have a lot), which are pretty useful stuff. I learned a lot from them, things I wouldn't have guessed so easily on my own, by trial & error. I discovered the concept of fun/second from them, and it's probably the no1 aspect which you should focus on before even designing the levels. Always give enough time for brainstorming! I work like Nikola Tesla used to (we're both INTJ personality): plan 70% of the mechanics in my head, and when they fit together properly, I start designing the art, levels, and audio. My 4th game jam (https://greenworks.itch.io/991), which I've won, had a 7 days time-frame, theme was "100", and I though a lot about it, wanted to make something original (always aim for that, because it's easy to interpret the obvious, and people notice it's mediocre, or a cliche, you don't want that to happen, because you'll regret not pushing yourself further...). The idea for that game came to me on the 4th day, and even then, I spent an entire night under the starry night, formulating the mechanics, and made the 3 minute game in ~30 hours. It was friggin short, but it was fun/second, and it scored overall #1, visual #1, audio #1, creativity #3, out of 71 entries.
Games are a beautiful form of art, and a wonderful medium through which we can transmit messages to people's hearts! If you want to make a living out of this, you can! And you'll have to friggin stand out of the millions of other games nowadays. Hope you guys keep making better and better games! Bafta!