Thank you for playing the demo, I just finished watching and it was a very useful video. Some of the things you've addressed I've been working on already, last build has hit slash animation to show that you definitely hit the monsters and stuff like that, I know tutorial is out of whack but it's really not final and I'm trying to implement something better in the beginning and will definitely put a little text under the screen on all the items like the ring one.
Slow attack and delay isn't a control problem I thought it'd be a bit better if it was a tiny bit slower since you can basically lock enemies on the wall if you spam attack but maybe that'd be more fun. And directional attack isn't a bug, it always attacks left or right when you're going diagonal but idea is with the items building up like the sword and the amulet eye it'll just end up covering a way larger area.
Also amulet recharges faster when you're in full health and star spell is weaker in the dark screens but your bug spell is stronger instead, and while you're dashing you're invincible and can hurt enemies but maybe sword in front would convey that better. And statue was the save point but doesn't work for now because demo.
I'm going to implement some sort of directional push for tight areas, you should actually be able to play the game with controllers and it's much easier to both attack the directions and maneuver with joystick imo. I'm sure I forgot some points but in general items and spells and everything might end up upgradable and change slightly and same page items and spells are going to be combinable like you said you'll be able to burn the bomb or catch the lightning spell in a jar and so on so a lot of things aren't solid or final. Anyways I will work out some of the stuff you've said and again thanks for playing the demo.