Fantastic! Great little demo, really enjoyed it. Great work! 
Thanks, we're really glad you enjoyed it!

And thanks CyberUncleCat as well! Really glad you liked what we did so far.

And about the things you asked...
why not higher resolution? Cartoon style is not extremely detailed so there should be not really any extra work for Carol to make stuff in, say, 2x current game's native res. Just curious.
We were discussing the resolution way back in 2014, and finally settled on 640x480.

Larger ones would be a bit time consuming to draw (especially considering we're already working in our free time only, and Twarda is a one (wo)man graphical army), and the large/FMV animations would be much harder to animate in larger resolutions, especially the more "action" ones (like the 'Pterosaur landing' scene, which can be seen on the trailer - that one alone took around a week of extensive anatomy studying and creating clay models of the creature's head, just to capture it correctly!)
You composed and did it Crash?
No, the soundtrack was composed by our fellow AGS user Denis 'Problem' Comtesse.

And agreed, he did an excellent job with the soundtrack! I'd say he captured the mood of what we were trying to achieve perfectly.

Question here also - how about voice acting?
We also spoke about it early in the production, and decided to just stick with text only.

If we had decided to do the VO for English language, we'd have to do the same for Polish as well (and maybe other languages, if there will be enough interest... somebody already asked me about Spanish and Portuguese translation), which would mean double the work, and sadly I wouldn't be able to afford it.

(I'm not comfortable with people doing so much work (ZA features quite a lot of dialogue text) for free). Maybe in the sequel, or some post-release patch...

Its easy (well, demo ver. at least), but we have to take into consideratrion thay this game will also be played by children so as long as riddles are fair on logic level (and those in demos are)
Phew, really glad then! We were carefully designing each puzzle, having younger fellows/inexperienced gamers in mind. I'm glad we accomplished it so far.
These two locations are a bit early in the game, and have several puzzles cut for the sake of the demo version flow (like getting the Croc-away in Rivenn-na (you already start with it) or the entire ladder/boulders quest in the unknown cave), so things will pick up a bit in the full version (along with several extra objectives for shiny pebbles/encyclopedia pages), I promise.

Nevertheless, thank you everyone!