Demo at least seems to play out in true spirit to dark souls in regards to getting hit and hitting through fences/walls, outright failing to hit with your rapier right after an enemy's 3 move string until they recover(does not apply to the other weapons as they have good hitboxes), poise not existent for the player, spear instantly breaks enemy poise, able to stunlock enemies by quick charging warhammer specials one after another, AI that seemingly can't stop throwing itself at you in a straight line. Thankfully you can't get hit through parry with lag. Phase dash is great as it actually carries some risk given you can't move straight after nor affect its trajectory with DI. You're possibly one of the only devs that I've seen so far to actually implement a settings menu in his demo for the player, congratulations.
On the animation side of things, feedback unlike Dark Souls is awkward as if I am in the process of getting hit I'll never know when I'm able to input an action, limiting my options to spamming the spacebar key in hopes of being able to phase dash in time to dodge an incoming attack. A hit recovery animation would be swell here as it gives the player feedback that he has regained control of his character. Enemies are freely able to get away from any normal attack strings after recovering from their attacks including the use of all three weapons until their AI kicks in telling them to attack once they've replenished enough stamina. Intended parry timing feels perfect. AI also don't play well as a team and each do their own thing. If you're up to the challenge, I suggest right after fixing the AI and enabling them to attack more than one at a time, to be able to parry 2 or 3 hits(limit and usability defined by you) if they connect at the same time. Best of luck.