Pretty cute game, but currently feels like its in a rough state. While it does have a lot of nice touches like the map screen and these scarf powers and does deliver some decent platforming gameplay, the gameplay was pretty basic with nothing that grabbed me, there was a lack of polish and quality-of-life features, and it was difficult to get used to the controls/physics for the world and character.
If I were to give some feedback:
*In general, I don't like the physics of the game, being these weird Kid Kool physics where you have to build up tons of momentum and it just makes it so tedious and unwieldly, like you're always on ice. If you want to stick with it as a intentional design choice, that's fine, but I found them annoying to deal with so if there's some sort of way you can improve the control while still keeping the physics you want, please do so. For example, I would've loved more levels of jump control, like being able to make even shorter hops with a tap of the button, and I'd like if you hold the jump button, it will automatically deploy the helicopter scarf without needing a second press.
*I don't feel like the foreground elements pop-out enough from the background and make grand picture a bit muddied and unclear. I don't think the background is muted enough and could stand to be blurred or desaturated a bit more, and I think the black contours should be removed so as to make only the foreground elements outlined. Speaking of contours, I find it odd that the character's contours are so thin compared to the environmental contours: it really throws off the composition since generally elements on the same layer should have the same thickness for their contours.
*There's no coyote time for jumping, leading to me trying to make a lot of jumps from the edge of platforms and it ignoring my input and sending me falling to my death.
*Speaking of falling to my death, it was very unclear at times when it was safe to fall down and when it was a death pit: would love if there was an option to peek downwards/upwards, or if the level design was improved so that it's more easily discernable (for example, some games consistently signal death pits with certain art, or perhaps floating skulls and so on).
*Game was really lacking in sound effects: perhaps its part of the demo and you are planning on putting them in, but I felt like you need more sound effects for actions like swishing your scarf, for successfully grabbing an enemy with the scarf, and then throwing them, for example. Speaking about sounds, the balance/leveling for them was really inconsistent: the sound for slamming a slime into another slime was ear-splittingly loud while others were much calmer.
*It was pretty inconsistent that the game needed to be play with keyboard yet for menus you need to switch over to mouse: would much prefer if the menus could be controlled with keyboard so you only have to use that for the entire game.
*Scoring for the levels wasn't immediately apparent and I wasn't sure how to get a better grade. Am I ranked on time? Wools gathered? Enemies killed? More clarity would be good, perhaps do a rank summation of all of the factors that help get you points on the endscreen, like 57/100 wools gathered or whatever, or have points pop-up when you do an action that gives you points like the old Duke Nukem games (the 2D ones).
*Finally, while the game is cute, I wasn't really seeing any sort of interesting mechanic or core appeal to it: at the end of the day, it just seemed like a really bog-standard platformer. Maybe as you get more scarf powers the gameplay evolves, but I wasn't seeing anything that grabbed me. I mean, it's ok to just make a standard platformer, but then you really got to make it polished and flow well, and that isn't there yet (but hopefully can be with improvments).
*Why is he called Sweater when it seems all of his power come from his scarf? Maybe the game should be called Scarf?
Hope this feedback helps!