i have beaten it, there were no further issues.
i am not well read so i can't really comment on the quality of the story from start to finish except to say that i liked it a lot and the ending made me emotional. something that i did notice is that the egg only seems to exist in writing and flashbacks - there isn't a (present era) visual for it, which i think goes against the idea of it. if it's supposed to be an object of great temptation, great enough that Finnigan himself hides it without knowing where he puts it, it seems kinda weird to not show it. i'm reminded of LotR movies where the one ring is always shown (and zoomed in with a special music track) when exposed, which helps make it important to the viewer. i think even a single scene of "here's the egg. whoa" would reinforce how you are describing it. otherwise the ending is great. i mention this before but i specifically like how you handle the way characters exit the story. i am keeping it vague in case of anyone here reading that hasn't beaten the demo.
so, some technicals
"ocean" level, you can't see your staring position, it's obscured by the menu at the bottom right
the ground flickering effect is very, very good. i really like it.
the shop being unmanned and free in the lategame is a cool touch. i still basically never used anything from the shop, the only item i ever remember using was the reviving feather and that was several DDs ago. no clue if you really need to change anything, since i think at this point i am experienced enough and this might be more beneficial to newer players.
the goon/meduzoid god claw-attack sound is kinda weak. it does have the claw imagery but it doesn't really do it for me
for the last chunk of the game haydn feels a bit absent from dialogues - but at the same time what can you really do with an animal that doesn't really speak. he does have a moment in the end, but the section before that is absent, enough that on my playthrough last time i wrote "no haydn?".
going to comment again that the portraits changing depending on the character's mood is excellent. i notice it more and more and i like it every time i see it
the final boss felt kinda simple, same with the fights before it. it took me a bit to figure out the order for the Pets, but it was fine once i did. i think maybe another "arena puzzle" is in order, like how you did it previously with Sannoval or the forest level. the actual final boss i wouldn't really consider a battle - he only cast frog migration which doesn't really seem to do anything except slow (some? unsure which characters are chosen) characters. then i killed him with a sword.
another nerf suggestion for Mosca's AOE slow - i think it should have a hard-cap max slow amount. in the Pets fight, i spammed an unupgraded motivate on mosca for her to aoe slow, enough that the casting (bottom row, forgot name) enemy was slowed to basically nothing. i was able to wait -> slow -> wait before he got any action in. i think a max 3 multiplier of the same slow should be the enough, but allow multiple different slow instances to stack more.
well done. i am going to miss seeing new content every demo day and im glad i was able to join you for the ride to see how this game evolved. since i know this is your first game, i hope that you enjoyed making this enough to warrant more games from you in the future. expect a day 1 purchase from me once AG is for sale.