A fellow alchemy-centered game? You bet your ass I'm trying it.
I'm surprised that you're able to spin the camera around to your liking, I would assume that a game in this "style" would lock it to one angle.
The combination between pixel art and lowpoly 3D graphics doesn't look great to me, it's especially off-putting when you fetch a herb and a giant pixel icon drops onto the overworld. Maybe reserve pixel art for the UI if you really want to keep it? You have a bad case of mixels in the loading screen, by the way.
The alchemy tutorial is unintuitive. The player is very unlikely to remember everything that's spewed at them through a textbox, you should instead guide them through the process--show don't tell, right? Maybe add some text pop-ups as you're performing alchemy, that way the player can follow along and learn. This is a recurring theme in this game: a lot of bland exposition in big chunks. The introduction to the village comes to mind, I ended up just blazing through the dialogue until I was freed.
It seems like you've got a lot of complex systems under the hood, the alchemy crafting itself could have a whole manual. You just need to find a better way to ease your player into these mechanics.