Wow, this is looking to shape up to be quite the adventure! While it was difficult to get the game to run initially in the browser, once it did, it made quite the positive first impression as the overall look and feel of the game felt very professionally-done and well-polished! There's just so much to get excited about: the charming characters and dialogue, the awesome boss fights, the strategic character swapping mechanics, the mysterious story, and so on and so forth. It's just got some great vibes and I look forward to seeing how it shapes up!
That being said, there were some rough spots in my experience with the game, which I'll outline below:
*Call me impatient, but I really felt like the start of the game is just too overly wordy and constantly interrupting you to deliver loads of exposition. Yes, I like flavor text and all the charming dialogue you've written, but even after so much time playing the game, I didn't feel like I actually got to 'play' it and get a real feel for it, if that makes sense. Let me get into the action quicker so I even know what kinda game I'm in for! I was shocked at how cool the boss fights were later on and with how easy and wordy the game was before then, I could've easily quit before getting that far since I had no idea it would go there!
*The character swapping currently feels very token: you pretty much switch between them at very obvious staged points, like where there is a wall too high to jump over, or where there is a literal green wall that can only be broken by Quinn. Yes, there are cool parts here and there that feel more organic, like where you need to switch to Journey to make walls to jump over a charging boss, but I'd like to see the characters get more unique and complementary in creative ways. Hopefully it does so as the game continues.
*As mentioned a bit earlier, the difficulty can really spike up and down, with bosses being great challenges but the levels between them being very simplistic and linear. Hoping that the levels get some more exciting elements to them, and to be fair, it seemed to be doing so as the game went on.
*The story is nice, and maybe I'm being reductive, but it feels like it is hitting a lot of the same beats that other games like Undertale have done. For example, I see a lot of Papyrus DNA in Plum with the way they are trying to be nice and chivalrous and set up all sorts of puzzles despite being tasked with hunting us down. I just hope that the game has something unique to say, though hey, ain't nothing wrong with imitating your favorites (hell, I do it).
*The controls were a bit awkward at times, particularly when it comes to shooting bullets: I didn't like how they change their velocity depending on your movement since it would throw me off, and I didn't like how awkward and delicate you need to be with placing platforms, like you can't accidentally fire one more bullet than 3 otherwise it deletes them all and weird stuff like that. I also thought the need for two separate buttons for skipping/advancing dialogue was unnecessary when they can be the same button.