I don't play a lot of these sorts of games, but this seemed like a good attempt.
I found that there were a couple of issues that affected readability for me. Colour contrast between the time indicator and the "Outlaw Town" text is very low, making it hard to notice the indicator's movement. Health bars being the same height as the text they contain makes them difficult to read. Recharge bar text doesn't have a shadow, making the numbers more difficult to read.
There's an audible pop when enemy spell sounds play that is reminiscent of a Godot bug I've encountered before, but I can't lay my hands on the upstream issue at the moment. Enabling the trim setting for those audio files in Godot's import options might help.
I appreciated that there were two classes to choose from, with each feeling like they'd benefit from different kinds of prioritisation. I found myself wondering whether it might be more interesting to only be offered two (randomly selected) choices rather than all three at once, forcing the player to consider decisions that they might otherwise avoid.