Seems like it had some potential, but I found it a bit rough currently. To be fair, some of my complaints could be attributed to it being a demo, so apologies for that.
I found the player character quite charming with its great animations and good feeling movement: rolling to gain speed and go up slopes as well as jumping to crush enemies felt quite good and satisfying. My favorite part was the boss fight at the end: felt like the boss was quite intuitive and had a lot of cool varied attacks which felt good to counteract. Unfortunately, while some of the enemies actually had nice animations to them similar to the player, other enemies were incredibly bland placeholders with no animation or even art from what I could tell. The world both in terms of physicality and story felt quite bland as well with everything being so blocky and just floating in space.
Overall my major complaints go to the overall design of the game. I felt like the most unique aspect could be the rolling mechanics, but it never felt there were many good opportunities to use it, as the vast majority of the levels consisted of constant jumps and pits which made it too dangerous to roll. I felt confused at how you only allow the player to have a single heart and force them to collect while giving them all three hearts for the boss fight: feels strange to force such a difference and frustrating to start with such a deficit. While I think that the world has some interesting obstacles to contend with, it just felt very slap-dash and random without much flow to it, with the different routes just making me feel confused at where to go. And for the most part, I didn't feel like there was any sort of unique or defining concept that really made the game stand out to me with an identity. At the moment, it just feels like this is a mish-mash of several aspects that don't really gel with each other: hopefully in a final version you can decide what aspects to focus on and what to cut.