Okay so I've played through most of the demo now, I reached the ending and got 3 out of 5 ranks unlocked. There's certainly a bit left to explore but I'll save that for the next releases sometime in the future.
All in all it's a great concept and I think that's what we're all falling in love with. The atmosphere is captivating. The only obvious improvement that could be made in this area is to add more content and making the backgrounds of the land and ocean less repetitive so it doesn't feel like you have to look for what has changed. Of course a lot of it has to do with that the background scenes are not interactable, simply adding a few more things to do, interacting with buildings for example, would make the areas feel more personal and less flat.
The characters look great, although I don't understand why the human female has her back turned to the camera. With that being said, please, don't fall down the rabbit hole of creating time consuming HD art for everything. Unless you have a budget for comissioning this to other artists I advice you to be very sparesome with the time you put into painting. The ability to interact with the small figures is worth so much more in the end and that's what brings the game experience. I honestly only looked at the HD art when lvling up. Perhaps you should make physical changes to the characters sprites as well?
The overall dialogue was stellar in the beginning of the game, but after you went into the ocean there was no further interaction with your companion which I missed a lot. I think that having a character development between these two characters is absolutely crucial for the success of this game.
There's too little erotic content. I know, it's a personal preference, but no one is going to hate on seeing a bit of nipple and booty here and there. Custom panties? Now that'd be an upgrade.
Beyond appearance and the feeling of the game, I have a word or two to say about the game mechanics.
1# It's way too easy. The combo meter is too forgiving, refreshing every time you make a click on anything in the game really. There should be some kind of health punishment for breaking a combo in my opinion, gaining items is not enough of a carrot to do well since that currently only relies on the overall balance of the game, which is nonexistent. You need the gamer to understand what kind of items they can receive from a certain boss and then actually really want that item to be dropped for this to work. Until you've introduced this kind of balance, the combos are pretty much pointless. You know guitar-hero? They made it jarring to lose a combo, that's what I think you need to implement. Along with that just up the difficulty a bit, make the characters strong and have the lvls reflect that. I should have a difficult time defeating the end boss who is lvl 14 when I am lvl 10.
Also, I was completely unable to read their next spells and observe what was triggering next because there's so much on the screen at all times. You should make the character flash in certain colors to really warn the player that something is about to happen, and not rely on them reading the text of the spell, because they won't have time to do that. I was thinking maybe you could pause the game a bit for a small character animation when they do attacks. Perhaps that'd help.
2# Like other people on here said, the low level characters are slightly annoying. I understand you're going for a bit of a pokemon style for that, and it could work, but without me feeling like "At least I am gaining some coins so i can buy that item I want sooner" you're not making it work.
3# The pacing of the game is nearly nonexistent. I get recipes all the time but I have no reason to craft anything because I keep winning everything without upgrading and there's no quests to craft, and I almost complete the game before I find the final fire shard for the first quest you're introduced to... I have a ton of fun looking items in my inventory but I'm just wondering why am I not able to do anything with them? I'm thinking maybe you just drew the items before finding a purpose for them, but I'm not sure.
I noticed that most of the items simply give you bonuses currently, like the torch giving you 15 health or something. That's boring as fuck. I thought I would be able to swing it around and light up a cavern or something to progress you know? I honestly hope it's just a placeholder with the small benefits. I don't need several low level items that increase my stats because once I gain something better all of those items become obsolete.
I hope you can continue to make improvements and I look forward to the next update. It's a lot of fun for what it currently is, but obviously there's going to be areas to improve this early on.