Controller isn't registered.
Camera panning feels a bit to abrupt to me. Tutorial Level already clearly feels generated and a bit empty, especially the outside Walls between the Rooms are just a big flat Texture and do sometimes make up quite a bit of the Screen.
I like that you actually have to look at the Sign, instead of just hovering over it or being close. I don't like the swinging Animation, it feels weak.
Why is me falling into the Pit in the Tutorial returning me to the main Screen?
Second Time going through the Tutorial caused a few massive Freezes right when clearing the Path with Fire.
Once when Dying Camera quickly panned into nowhere, looked like a Bug.
No Idea whats effective against Purple Enemies, nothing seems to do bonus Damage, wasting Time standing still to change Alchemickals doesn't feel very good, why isn't this just tab to clear and 1-6 for chemicals or something, but bound to movekeys? I'd prefer left to melee, right to shoot, shift to self instead of only having access to 2 at a Time, and overall Melee doesn't feel like it's worth it, since you're almost always getting hit by Enemies when going close to them, or at least risking a lot for not enough of a Reward.
The Snipping animation is nice, but use some Particles I think.
You can freezelock Minibosses making their Fight trivial, Diagonal Hallways look horrid.
It gets a bit getting used to, but once you get used to the Controls for swapping Elements quickly, and I assume learning the Element Combinations and Weaknesses by Heart, it quickly becomes a no-thinker, so you can focus on Dodging and attacking, which is nice. It also doesn't take a long Time to get used to it.
Some Enhancements or Weapon Powerups felt a lot more useful then others, but I think you need more Playdata to know for sure which should be changed.
Level Generation on a more Macro Scale is too simple, I found myself very often backtracking to get the last remaining Room or find the Portal because I went in the wrong Direction initially. You could use more Loopbacks on other Rooms, more interesting Room Designs, more Props to make Rooms or Floors feel unique, Player attack Animations could feel better, mostly melee tho, and you only have 2 Enemy Types, suiciders and floating Balls shooting Lasers, you could use a lot more. Not only distinct Colors, but also potentially distinct Models and behaviors for different Elements. Or at least in some Instances, you could and probably still should seperate Elements from Enemies overall.
There's too little going on with the Environment. If you don't have dodge-through, you just get stuck on useless Crates taking forever to clear, if you have it, they just sit in the Way. Early on they're great as Cover, but that becomes less useful later on I feel, and you could do much more with it, creating Damage or Healing Zones for yourself or Enemies, or other Things I can't think of right now.