The controls were confusing to understand at first (I blame my own lack of ability to read simple instructions place right in front of me 😅), but once I got into it it felt so good to move around, dodge, juke enemies, and just control my character in general! My goodness, you got the controls for the character down really good, to the point where if this was an actual 2.5D style Souls game, it would feel so good to get back up after a death and go fight that boss again, only to die for the 40th time.
And that art style, my goodness that art style! It looks really good with the character, the enemies and the actual room. They seemed to not fit at all with the pictures being made however, to the point where it is very jarring to see the picture being made in this setting. I get that you wanted to make it like a jigsaw, so you used jigsaw-like pictures, but it just doesn't sit well in my eyes. I noticed a couple of issues with the rest of the gameplay aspects too.
The placing down mechanics was pretty confusing as well, till I realized that each piece is numbered so you know exactly where to place the pieces. But then the question became "what is the challenge behind placing the pieces?" It took me a while to realize the enemies had just not been aggroed onto me, so I replayed the game with all the enemies aggroed on me first before placing the pieces. Still, placing the pieces felt like there wasn't a challenge to it, especially when enemies would try to attack me, leave, and just never come back. Even after trying to aggro them, they would still just leave and even disappear entirely at some points. In the end, it felt like you had the start for a really good action-adventure/dungeon-crawling game with mechanics shoehorned in for assembling a jigsaw puzzle. If you do wish to work on the game in the future, I would personally like to see you lean more towards the mechanics and aesthetics you already have in place, or to revamp the puzzle mechanics more to better fit with everything else you already have. Please, whatever you do, do not throw away your current movement coding. It feels so pristine, I kinda wish you would use it in any future games you make too.
Also, a small side note, it was kinda weird to be kicked out very suddenly after finishing the puzzle. That isn't a good or bad thing that changes the ranking of your game to me, it's just a thing I noticed 😅.