The combat is shaping up to be really solid. Moving around, aiming and attacking felt very responsive with a gamepad. The pad image in the corner helps with identifying that your input is received, you could probably keep it in some form in the final game (have icons on the buttons for potions etc. as a reminder for what the button does). The inventory/chest screens can be confusing but it's clearly work in progress. The AI is fantastic.
Combat mechanics will need to be communicated clearly, such as how poison or bleeding affects your health. While the controls were quite snappy, it sometimes felt like my shield wasn't coming up when pressing the off hand attack button. There's definitely some instances of getting hit or accidentally doing the dodge jump where it feels like you have to wait for too long before being able to act again. The automatic running feels off, I had to constantly make sure to actually stop running so that I didn't drain my stamina.
How much of the graphics are placeholders? I'd recommend making the grass tiles less noisy. They currently look too distracting, and they are also very close to a hue that hurts my eyes (I have deuteranomaly).