For the most part, this is a pretty promising demo! In general it feels like there is a good amount of presentation and charm, and the firefighting gameplay is pretty chaotically fun: felt good to try and get used to all the various mechanics and how to employ them best, like the two hose powers, foam, axing doors and debris, saving hostages, and all that jazz!
Having said that, though, it was in a pretty rough state in a lot of respects, and while I still am overall positive on it, I want to give a lot of feedback so as to make it even better.
*Controls could be really awkward to utilize at times. For example, why are the move keys used to advance text, instead of using a more common button like the interact key or primary fire? Why is reloading so weird in that you can't manually start it until you're totally dry, and once you're in it, there's no way to cancel it midway? Why does the super jump require you to put your cursor so accurately below them instead of just being a double-jump or allowing a looser area to click (perhaps for diagonal shots)?
*The difficulty of the game seemed really rough and unbalanced as well. Don't get me wrong, I like a challenge, but it felt like every map wanted me to do everything almost perfectly with very little wiggle room, and that just felt really bad when still learning things. There could be a few reasons for this: for one, the levels skip forward here and there, so maybe the full game would have a slower increase in complexity instead of throwing me into the deep end. I also thought that water was limited and unreloadable at first so I spent a long time rationing it, and felt silly when I learned that reloads were possible: should water levels even exist? Maybe foam, which I would usually think is meant to be an emergency thing that is just there to help newbies while pros might not even need it, is intended to be very required in this? I dunno, but the game definitely felt pretty overzealous, like it was balanced based on a developer who has gotten way too used to his game and thinks it was getting too easy.
*There were also just lots of confusing points, like while I can understand a person losing health because they're in a fire, I have no idea why a person I've carried away from fire but not out of the building entirely, or the cat on the roof who isn't in a direct line of fire, is losing health. I wasn't sure exactly what foam was meant to be used for in the best way, it felt really annoying to deal with mechanics like the crackly red floors, the fireballs spitting out of fire felt way too hard to snuff out mid-flight than it felt like they should be, and so on and so forth.
*Finally, there were some missing elements that were sorely missed, such as a scoring or ranking system to challenge me and teach me how I could play better. There were also plenty of rough spots like the unnecessary walk back at the end of each mission, as well as the really long and awkward fade out.
Looking forward to the final version and hope this rambling helps at least somewhat!