I can't move to the HowToPlay Sections from the BeginPractice Option. Pressing down when in Options moves Cursor to Quit Game.
I'm also not going to memorize any of the Combos mentioned, I suck at fighting Games and similar Stuff anyway, I'm just going to buttonmash. Sorry.
Don't animate Hair fully, only animate the Tip. Yours clips horribly through the Skull.
Shadows get messed up when you jump into the Orb, Lightsource also follows the Orb too closely, causing fast moving Playershadow. consider smoothing its movement out, having the Orb jump with you/move away when you jump, so you don't jump into the Lightsource, or having actual Leveldesign with proper Lighting instead of a nearly empty Void with a single Orb.
Camera on Lock-On zooms in too much for my personal Tastes. But Lock-on seems to be working.
Your Animations and Models are horrid, but you know that, I'm assuming Placeholders.
The Wind is incredibly strong. It works well for a "pulled into the Abyss" kind of Feel, alongside the Map being limited by Darkness, but it could be done better. Wind focusing in Strength on when you're standing on top of Pillars/etc, more piping when in a Walkway, less when in open Fields, wind-affected Doodads like torn flags/cloth, grass etc. depending on what Setting you're aiming at. As for the Darkness, just fading out on light distance like currently works but again, could be better. Some Particles at the Border slowly bleeding ink-like blobs into the Middle and fading out or something could work, it generally sticking more unnaturally to the Surface of Things. On that Node, same with the Characters. I know I said they're obviously Placeholders, but I think theres still a lot you could do without giving them actual clothing, depending on if they're warped Perspectives of yourself, Shadowbeings from the Place you're in, etc.
A lot can be masked with proper Animations, but it still feels pretty clunky trying to do any combo. The selection makes Sense, but i.e. if I'm sliding and pressing Kick during it, I should still do a slidekick, not just being forced to kick and then slide. Same on jump+kick etc, a bit more leway(?) on when to press for a certain combo might be better. Seeing as you can only really combo kicks together, light attack also feels a lot more useless. And it phased through the Enemy once, but only once, and no Idea why. Sorry.
Camera loves to go low to the Ground when near an Obstacle, ruining any Vision. Should go above the Player instead I think.
Orb also likes to just not do what its told, set it to follow the Player, didn't do so, defensively didn't work aswell. Fixed itself when changing enemies back to punching Bags. And it could, just as the rest, use a redesign. Just a floating ball of Light doesn't make a lot of Sense, something thats actually integrated into the World and Lore, to help you ward of the Darkness creeping in works a lot better. You need some background Lore on this, to make the Designs coherent and work better with each other, as it is right now, its just a punching bag simulator with poor Placeholder Animations and bad Hairphysics.
Enemies seem to spawn in varying Sizes, had one spawn so small I punched above them initially, until the Playercharacter decided to adjust her Hands for whatever Reason. Could also walk up onto them due to being so small. And noticed everyone is floating above the Ground quite a bit. If after walking up you jump to fully land on Top, you glitch out.
Tried to fall off, realized your World looped, nice I guess?
Played on Controller, which I wouldn't know how to do better, Controls work fine. Running is an exception tho, maybe its me, or my Controller, but pressing left Joystick feels too hard, and pressing right facebutton blocks me from rotating the Camera. Wouldn't know how to do it better tho, maybe press down Camera joystick, even tho that'd be as hard as the other one, and wouldn't make much Sense?
Lockon also doesn't lock on to closest enemy, but to whoever the Character, not the Camera, is facing most closely, and doesn't allow me to cycle between targets, so it can become really tough to control and get the right target.
After a while my Foot got stuck in the Ground or something, essentially one leg stopped working and just jiggled in Place. But seeing as all your Animations are just Placeholders, that's not really going to be an issue I guess.
Watching them just slide over the Corpses off their Comrades and fling themselves into the Invulnerable Orb endlessly is probably the most Fun I had with this Game. I could see this being potentially Fun as a 'protect your follower' kind of DMC-like Beatemup or whatever its called, while you travel through some weird Dark Abyss full of creepy deformed Clones trying to find a Way out, or a Cure for those Clones, or the Cause or whatever, but as it is currently, its just missing too much.
And if you're keeping Physics and collision and everything on the Corpses, and are planning on enough Enemies to result in big Piles of Corpses, having that actually be useable for some Form of Gameplay could be nice. Maybe use the Corpses as Props to kick into other Enemies or something, I don't know.
You can also jump ontop of your Orb and get stuck there, nice. Why does it have Playercollision? Resulted in me finding an Enemy just at the Edge of Vissionrange on the Stairs unable to move tho, so probably stuck in them somewhere? Orb coudnd't move over them when set to follow earlier aswell.
Seemed to stop other Enemies from spawning, so I'll end here. The Quit-Game zoom out is a bit long but nice.