I enjoyed playing through the demo, enough so I ran through it a couple of times (last attempt was to finish as fast as possible).
Here's a list of some things I noticed (in no order):
- I really like the camera and cameras can be hard to nail down imo, well done.
- Grabbable ledges are not obvious
- I love the directional attacks and the move variety allowed
- Exploration was encouraged and fun (hidden chests).
- Walls you can Wall Jump/Wall Slide from don't look different from other walls.
- (In the Air) Light --> Light --> (Up + Heavy) makes you go upwards and you can keep repeating the input to 'fly' or go as high as you want.
- Enemies were really tanky with no visible hp. It felt like I had to hit an enemy 20 times before they finally died
- Wall Jumping and holding back into the wall is a net gain in height so you can always
- The rolling feels very responsive, I love to spam roll to get around
- The difficulty jump from regular enemies to the boss was huge. I didn't die until the boss fight, in which I died maybe 5+ times to figure out how to beat him. Rolling away from the boss's attacks got me hit very often. I found it better to just dodge behind him.
- I'm unsure if rolling makes me invincible (sometimes I would get hit, other times I wouldn't)
- Down slam landing hitbox super tall
- Button Mashing on normal enemies felt fun, enemies don't really 'get a turn' since they tend to get stun locked in whatever combo you're spamming (this is the beginning of the game so I also don't expect enemies to be difficult). Although the large sword guy had some super armor some time so I wasn't sure when that happened.