The gameplay has a stuttering pace, but the setting and pictures are beautiful! (You might want a more distinct color for your subtitles, or at least a black background so the words stand out.) The music has a technological feel, and the characters look vibrant. It's the kind of world where there's plenty to see and learn, and you imagined quite a few different types of enemies. The mechanics felt like basic platforming with a basic attack/defense combo -- nothing new, but the Focus mechanic made a more layered challenge. Could there have been a way to use Focus for combat? That might be fun.
Combat had some variety, but not very much. For any solo enemy, I shielded until they attacked, then I attacked, and then I repeated. This meant a lot of waiting, which bored me. But the earth-lifting apes changed that. I couldn't shield from that attack, so I had to protect myself by dodging. That was very fun. If I fought two enemies, I had to time myself more carefully, which was a bit frustrating, but not bad. If one of those two was a slime bat, then I had to dodge it or else be exposed to damage I couldn't afford.
But the robot and the room full of reinforcements gave me a lot of trouble. The robot was the first and only foe to be immune to the shield. It would have been nice if I'd learned to not rely on my shield sometime *before* facing a foe who attacks 3-4 times at once. As for the reinforcements, I feel like a larger stage would have helped. It's very tough to fight two gunmen *and* a slime bat when there's no space for dodging. Either I kill gunmen first and hope the bat ignores me, or I kill the bat first and take multiple attacks in the process. Neither was fun.
The boss was a big example of the world, but the first time I played this, I reached the real ending by accident. As a result, the game felt way too short, and I never got to see those extra uses for Focus. The second time, I got the future-vision ending, which added some playtime and Focus but felt like a cheap reset. If you wanted to double the game's length, it'd be more fun to have two stages for everyone, not the same thin stage twice.
Overall, it's a nice game -- small gameplay but beautiful artwork. If you create new challenging games, use your enemies that encourage the player to add new tactics (bullets from both left and right, apes flinging earth) and fewer slime-style attacks that take all of the player's options away.