Thanks! The MC animations are made up of 6 layers, all manual pixel art sprites- cape, lower body, upper body, staff, flare, gauntlets. No rendering from skeletons, just a lot of aligning sprite sheets. I do find that balancing the game will be hard given the intersection of 'very frustrating instadeath mechanics' and 'trivialize threats by rewinding time' and 'traps/enemies who manipulate time too'. So it sure helps to get feedback.
Right now enemies are two classes, either they die normally to attacks, or they are rewindable- enough damage makes them slide backwards in time, and they can only be killed with a charged attack at low health or rewinding. I'm going to try a new system where normal attacks can build up a lethal damage on enemies while they rewind, ie once they start rewinding, you hit them a few times before it ends and it finishes them off, which would be an alternative to the charged attack (which I'll probably make do 3x instead of 2x damage, to compensate). That will be a bit of work so it won't be in this demo, but hope it makes the combat easier to grok