Pretty neat game! It's certainly a very charming and wacky world to explore with all sorts of strange but interesting logic to it. I love me some point-n-click adventures when they have a lot of interactables and flavor text, and for the most part, I think this game delivered on that decently: for example, I love doing nonsensical actions like attempting to talk with toilets and seeing what sort of gags the game will insert for those. Game also had a very intriguing plot and put effort into its fun moments: loved seeing the extra step of the camera whipping over when the sign said he'd look to see if anyone else was around, for instance.
Having said that though, I did experience a lot of oddities with this game, and with this being a demo, I feel like it would be appropriate to unload:
A lot of the controls seemed rather unorthodox and against standard, intuitive conventions. For example, I don't know why the game went for WASD controls instead of just being able to click on the floor to move somewhere: I mean, when you click on an object, your character will move over there, so why not be able to click anywhere else? It didn't ruin the game for me or anything as it's not important in the grand scheme, but it really confused me initially and took a while to acclimate.
Found it difficult to parse what objects are interactable and what aren't. This lead to a lot of confusion, like how you couldn't interact with the clock or calendar despite them being given significance due to the camera change when you first examine them. Why do you put the labeling for 'Feelings' and 'Items' only when you hover over your character? Shouldn't you have labels pop-up when hovering over everything interactable to be clear and consistent? At the very least, it'd be nice if your cursor would glow when you're over something interactable.
Speaking of that, why do you have inventory accessible by interacting with your character? It makes some logical sense, yet at the same time it's kind of confusing: looking at yourself to see status is fine, but for inventory? For me, this kind of reeks of you doing something so confusing that you have to make it more clear by doing the labeling which makes other things inconsistent: you've created a whole new problem, why not just avoid the issue entirely by doing it more conventionally with, for example, a little suitcase symbol in the corner to click on?
Found interactions annoyingly inconsistent. For the most part, objects consistently responded to all actions: sight, interact, and speech, with proper or funny reactions, but there were some objects that did not respond to one or two of them, like this one door that could only be seen and interacted with, but not talked to. I mean, if you're going to make illogical actions like the toilet responding to speech, why not the door: what makes it so special to be exempt from consistency? I hate losing out on potential flavor text! I also found the clickable objects kinda weird, like clicking on paintings with any action has them animate a little show: maybe that should only happen when you interact with them, but should have other reactions if you look/speak?
Anyway, while I know that may seem like a lot of gripes, I was nevertheless hooked on this game and am very looking forward to its final version!