an interesting experience! unfortunately, the controlling and collision boxes are rather clunky/unintuitive , and the it's often rather confusing what the puzzles want you to accomplish. i end up mostly just jumping around until i accidentally hit something - and even then, occasionally i'll hit the right thing and it just doesn't register correctly, leaving me more puzzled (haha). i did also get a bug where every interactable object would just be the Crowd saying "Hello Boss" lol.
conceptually though, i can really appreciate what you're attempting! and of course the art is all rather nice - i especially like the backing dioramas after completing the levels, and the rounded level world (shader?). i think with a bit more player direction and with less fiddly control-feel, you'll be able to convey the narrative here much more cohesively. even if the intention is for the levels to be more exploratory, things being too ambiguous (with both level design or with mechanics, like the collision boxes and physics interactions) can leave a player flailing moreso than engaging. there's a bit of a disconnect currently between how the mechanics are experienced, and the narrative that's trying to be told, which makes it a little bit harder to appreciate either.
of course though, despite my critique, I know all too well the struggle of getting a complete game together in the short jam time-frame haha, so it's very understandable - your team should still be proud of completing something of this ambition regardless! I think with more refinement (which sounds like your plan?), you could have something a lot more evocative, so I do hope you're able to get there!
(as a tip, maybe this is obvious in hindsight, but pass the game to someone who knows nothing about it, and see how they approach it without your guidance. that can do a lot to help you notice your blind spots as devs and adjust the experience more towards your intentions! i've had the same issues before where something that seemed intuitive or simple to the dev team was confusing or too challenging for players - because we'd become so used-to and familiar with our own mechanics that we developed certain blind spots!) good luck!