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I'm fairly certain the problems you're running into have to do with the animations. For me, I got around that issue on my experimental builds by tying animations solely to the animationplayer and animationtree nodes, also by specifying an animationstatemachine. All other things, i.e. input and movement were used by its own state machine. To be honest though, I've been just using state machines for enemy controllers, as I find that characterbody2d is just too dynamic.

Also I know it's WIP but the E to jump and Space to attack was NOT doing it for me LOL

I'm not fully grasping godot animation system, first I've made all animations as SpriteFrames then I didn't found a way to just play them from the AnimationPlayer node. 

As for the keys :D yeap those are not ok at all :D