Ok, I think I got your point.
If I was complaning about the dash and mana it's beceause if I don't use my mana it's really hard to not get hit (using a dash or a spell from distance). And there's no way to protect yourself from a melee attack, except getting a bit lucky on timing, attack range and ennemie's timing attack isn't really clear(To me it lacks what I call in french "lisibilité" which makes a situation easier to "read"). Also in a fight the player is always walking back, that's common in a game where you play a distance character since melee is his weakness, but even whith a sword, you keep walking back while charging an attack or waiting the ennemy so fail his. That's why a shield or a parry is a good solution for these problems to me.
It's ok if you want your game not to be as fast-paced as any Hack'n'Slash, but walking from a place to another is boring, wanting fights ot be slower, more based on timing than spamming, is a good idea. I was maxing swiftness, not to hit faster, but just to not get bored while moving. Having the possibility to run would be great, a running mode in which your can't fight and have to draw your weapon next after which slow you down to a more appropriate rythm for a fight.
To much tombstone, I sometime feels like playing a leg-less character :D , I recommand yout to make transparent stuff hidding your character.
I was afraid to be a bit harsh for an "itch.io independant amateur cuty loving game" but I tried to be more respectfull and don't treat your work like my 5yo nephew's hand-drawn family house. So it's nice you take it easy