✓ Accepted answer
First of all, connect only takes one parameter. player isn't defined anyway, so that wouldn't accomplish anything.
Now, the next problem is the way you are indexing children.
When you do Workspace.tempNameHolder, you ask for the object named "tempNameHolder" -- not the object name with the value that that variable holds.
To ask for the child with the name of that value, we can use the square braces to index:
game.Workspace[tempNameHolder]
You have a similar problem with "Leg Leg". Since "Left Leg" isn't a valid identifier, you can't index it using . (the space is the problem). Instead we use a string literal and the square braces again:
game.Workspace[tempNameHolder]["Left Leg"]:Destroy()
You can think of . in terms of [] (which is how Lua does it!):
game.Workspace
game["Workspace"]
One final problem -- your script will try to remove a leg the moment the player joins, even though their character won't be spawned yet.
We can add a wait of some kind to make sure they have a player, and that will work -- but remember it will only work on the first spawn.
You can use the player's CharacterAddedevent to delete it on all future spawns.