Took some notes.
Contextual buttons
These are... controversial, to say the least, when it comes to UX design. Note by "contextual button," I mean a situation where pushing "A" does one thing if one condition is true, but something entirely different if a something else is true. Generally speaking, it's best to have one button do one thing, and if you really want to make one button do multiple things, it's best to have them maintain the same task direction.
Take fallout four as an example. In that game, the interact key does a LOT of things, but it's always based around claiming something in the world. Pushing E interacts with objects, picks up items from the ground, buys items from vendors, confirms menu options, etc. In some of the older Gears of War games, where you had sprint and vault mapped to the same button - you had the same action (move more quickly toward enemy), but it was expressed differently depending on the context.
However, in your game, pressing E next to an inventory screen (like a berry bush or a chest) opens it... and pushing it again with a window open closes it. The natural behavior I would expect would be for the E key to take the first item offered in the window, with a separate bind for "take everything." I do not expect the window to close on a second key push, and while it's not impossible to teach myself that, it IS a bit jarring.
Writing & Editing & Spellchecking, oh my!
As a general rule, spelling mistakes are bad to have in games. If you want to have a stylistic misspelling, it's better to make it painfully obvious that it's intentional, otherwise people suspect shoddy writing or slapdash editing, and it can break immersion for players.
By my count, this demo is averaging roughly two spelling or grammatical mistakes per conversation, which makes it really rough to read as a native English speaker. It's not incomprehensible, but compared to the rest of the production value in this game, it's definitely jarring.
Object highlighting
Many players will be playing this on a laptop or other device with a flat panel display. Flat panel displays, especially cheaper ones, are infamous for having fairly heavy ghosting on motion. The small sparkle you're using to highlight interactable objects doesn't have enough contrast with the surrounding landscape to stand out, and on a display where a player is quickly moving through an area, it can be difficult or impossible to spot this highlighting. Requiring players to stop, look around for sparkles, and then resume moving every screen is frustrating.
That's all for now. Will post more later.