I like the visuals and systems in this game very much. It just looks like it's floundering a bit to put that together into something that's balanced and fun to play.
The control scheme feels a bit confusing in the beginning. It's counterintuitive how left click is an action and right click is a switch, whereas Q is an action and R is a switch. I often found myself being tripped up by expectations of having all actions on mouse click and all switches on the keyboard. It's very difficult to move around while pressing Q. E being reserved for interactions is weirdly asymmetric as well. Thankfully, you can change it. I changed my alchemy button to ctrl, weapon change to the scroll wheel, utility weapon use to rmb and upgrades to tab.
Falling down a bridge later on during the tutorial booted me back all the way to the title screen
It's a bit unwieldy to switch elements on the fly, so I found myself just sticking to the healing green and swapping to a single offensive element here and there to finish off enemies. Potions are a bit wasted since most elements will hurt you and healing is mandatory. I often got annoyed at accidentally unequipping elements.
It is nice how there is quite a bit of variety generated through encounters from the limited set of enemies/props. I do wish the rooms had more base shapes, though.
Sometimes with all the dynamic lighting it's hard to tell the red explosive barrels from the orange non-flammable ones.
The elemental system in general felt very low-impact for weapons, whereas being able to heal yourself constantly with green is a massive bonus, especially when you get the density upgrade. I don't know if the plan is to make magic increase in importance as you grow more powerful, but at the moment I just found myself gunning down everything without worrying about elements or effects too much. Overlapping waves were never pressing enough for kill speed to be an issue.
The scythe felt very situational, since so much in this game can quite literally blow up on your face.
I love the imsim-ish touches like how you can get manipulate enemies into attacking each other. It's just a shame most of these interactions are not particularly useful yet.
It is great to be able to turn off the screenshake.
Some skill tree nodes look connected, like they're being presented as if there is a set path with prerequisites, but you can just skip to the bottom if you have enough currency.
It is nice that you can respec, though if this ends up as a roguelike I assume that will have to be removed.
Most upgrade nodes are noticeably well thought-out and impactful.
I don't like how the primary threats in this game are quick gank kills. I don't know what could be done about that when healing is so easy.
You can manipulate that large laser boss enemy into being stuck doing nothing by making it try to chase you through a gap that's too narrow for it to fit.
Overall I found this a nice game, though quite a bit earlier in development than I had expected from footage.