(7) is a bit too close to White’s enclosure – you don’t usually want to play too near to strong groups.
An SDK-level player would be quite reluctant to play south of D13 on the left side, at this point.
When White makes the (10) shape, you usually want to wedge at E17. (11), a move called the pole connection or boutsugi, is a bit forgiving – it doesn’t damage White’s shape. (10) isn’t a proper move; whilst not all improper moves can be “punished”, this one can.
You can still play E17 on (13). With the variation E17 (push) E18 F18 (atari-cut) D18 G17 (capture) C15, you can get a ponnuki which is pretty nice. Note that White invested in (14) to prevent this.
(15) and (17) are too close to your extant C9 stone, making your group overconcentrated. You also make an invasion at C3 less appealing, but I don’t think that’s rank-appropriate to discuss.
(19) to (25) is very good play. Nothing to criticise below SDK level; the only little thing would be that you could have considered asking with P17 at some point. But the distinction is quite unimportant.
On (27), just split White with Q17. A very important point.
(33) pushed but (35) didn’t cut. You usually shouldn’t push unless you intend to cut, because you lose both a liberty and a ko threat. At least you did eventually cut, on (45).
(51) and (53) were unnecessary.
(59) really needed to protect that L14 cut. When White gets L14, you lose all potential to attack the N16 stones, as well as --ofc-- losing the stones themselves.
You played a bit slowly in the upper left. Especially (77) doesn’t make a lot of sense, since there’s not much threat against White. (79) was too small a threat, only asking for something like ten points – it wasn’t yet sente. Not to mention that taking those ten points would be, again, gote.
It’s not clear to me what the idea of (81) is, but it could have just been at C15, sealing the left side from incursion by the corner group, and also connecting to your top-side stones.
(97) isn’t even worth a single whole point – most certainly not worth your time either. Those three moves that Tony mentioned were all important benefits to White’s position. There is a disadvantage of being an SDK, which is that it’s hard to understand the reason why moves like (101) are played, so it’s difficult to offer effective commentary.
After White crosscut with (108), the game became a lot more tactical. Consider, though, that playing (113) let White effectively cut you in sente. To cut in sente is one of the most powerful basic tactics.
Overall, I agree with Tony. Your central issue in this game was a number of slow moves you played in the top left and top side: (87), (91), (93), (97), and (101) were all gote.