I know that your demo is in an early stage of development, and some of the problems could be just you didn't have enough time for this, I'll just list you problems I encountered, don't mind it as a hard criticism.
Controls for the menu and inventory are weird, I think, it is better to use just a mouse.
It's cool that there is a focus on the enemy, although on the next battle already I forgot what this button was, lol.
Any combat activity eats TONS of stamina, either try to make it cheaper or at least make some basic things free, like weapon swings, those are slow as a snail truck but eat so much that you can run out in like 4-5 swings, and you need stamina for everything besides sword swings.
After an attack, if you hold down the right mouse button, then blocking with a shield will not work.
It is cool that the run is a thing, but, strangely, you can't just run holding the shift.
Oddly, the equipment can only be changed in chests.
There is no pause on the Esc menu.
Heals are spent, even if you have full health since nothing can be done when you hit, or when you are beaten, you have to quickly press heals and spend extra ones as a result, and attacks with a sword, on the contrary, are buffered too much and occur when you no longer expect them.
Combat controls are uncomfortable and unresponsive in general.
Monsters have interesting attacks and abilities, but the battle process itself makes you frustrated.
Also, it seems that the health bar and other ones are displayed inaccurately, seemingly, part of it is hidden behind a huge panel on the left.
When enemies killed me and it threw me back offscreen, I had about a half of my maximum health reduced, above which I can't heal, this is very punishing and limiting, I suppose you will have some ways to handle it later in development?
The cool bleeding effect you have, when low on health.
Also, I never played Dark Souls, so I could underestimate some of those combat elements which you could borrow from that game.