What a really good base for a game. The standout here is the story, told through interstitial handdrawn comic-style cutscenes, filling this game with a wonderful, home-like charm. When fitted with the polished and beautiful art, PasalubMon really comes to life. Congrats on making this game! Ang ganda niya, sobra. I'm in love with it.
As for the game itself: it's an impressively done base. Obviously, the 4 day time limit means you folks could only do 3 bosses (which is already pretty impressive!), so I won't comment on the quantity or expanse here. Instead, I'll focus on the fundamental base of the game and comment on what I like and what could be added upon or improved further.
The gameplay loop is split into two parts: preparation and combat. The combat itself is perfectly fine; it's a standard turn-order system with the added caveat of the Cat and the Special boss move when they reach 30% health. The cat is rather uninteresting at the moment. From what I can tell, the Cat seems to be made available after a certain number of rounds (or damage?). It's uninteresting because I think it's just something you just click on and not think about, thus not adding more depth to the combat system than it potentially could. This isn't necessarily a 'flaw' per se, but personally, I'd consider amping up the Cat. One of my ideas is to turn the cat into a 'hail mary' — something that could only be used if the player's mons are below a certain HP threshold. This way, the cat becomes a game element that comes into play during desperation than something simply automatic/thoughtless. Also, I encountered a scenario where my cat seemingly killed a boss (the rat boss), but it still performed its special boss move and healed, thus not granting me the win which felt unsatisfying. Might want to either kill the boss entirely when it reaches 0 HP, or make sure that they visually stay at 1 HP to prevent false information.
Meanwhile, the preparation system, inspired by mage spell prep in RPGs, is I think a much more interesting system! It lends the game a strategy dimension, and I personally find it to be the most captivating part. Good job! My only concern here is the mathematics. Think about it: if my pasalubmons only get called into battle when I cast a spell on them, then the value of casting multiple spells onto one mon will inherently be lower than if I had spread my spells upon multiple mons, as each spell not only gives its associated buff but also introduces an extra force in my favor. Again, this isn't a 'flaw', but it concerns me with regards to this game's expandability. You would either need to delicately design your skills in such a way that they complement both multi-mon and single-mon builds, or add some sort of extra incentive to putting multiple spells onto one mon. The base stat differential can help you out there, but some extra incentivizing mechanic may be in order as well.
Sorry for the lengthy comment! I love love love your game. Congrats on participating for this jam, and I wish you team the best!
EDIT: I wanted to add, your music and sound volume sliders don't work quite right! My guess is that you're treating the dB scale as thought it were linear, but -5 dB is already pretty quiet. This means that placing the music slider halfway through already completely quiets the music :>