Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
So when I read this was a "top down fighting platformer" game, I wasn't sure what to expect. It had the top down part for sure, but fighting and platformer? It didn't seem to fit that.. at least not until the very end where it had a bit of platforming. That said, it is absolutely NOT a fighting game. It's an action game, but calling it a fighting game would be like calling Kingdom Hearts a fighting game. It's just not the right classification. A fighting game is more about 1v1 fights with combos and blocking and juggling. Like, Street Fighter or Marvel vs. Capcom or King of Fighters.
That said, let me give feedback on the game itself and where I think it could be improved.
1. The game sprites are small, which makes their attack range feel even smaller. I'd recommend bigger sprites to be more into the action.
2. If it's a top-down game, then the character should be able to attack up and down. However, the design of it only allows for attacking to the left or right. Can you imagine if you played a 2D Zelda game and couldn't attack up or down? These are attacks you should work in.
3. When you have dialogue on screen, the character shouldn't be able to move around and attack. A small thing, but should be corrected.
4. The platforming section should also be done in a top-down view. It's doable to do. Just look at Sliding Hero: it lets you jump mid slide, giving a small platformer element to the game.
5. Try to keep the camera staying with the character and preferably to always keep some sort of object around to orient the player. When I had to do the monster slaying part, there's a huge section in the middle where you have nothing to indicate where you are on the map. A minimap could serve this purpose, but I'd say just having more obstacles would be better.