I think the base mechanics of your game are strong, you put a lot of work into your combat and it shows. The quality of animation, the way you convey motion in your animations is great. There's definitely depth to the weighty, slow nature of combat, and the abstract presentation of the enemies allows for a lot of possibilities for enemy variety. But the context that combat is surrounded by doesn't work to its advantage.
Levels are very large, and it's very aggravating walking through these massive levels between deaths only to be deleted in one or two hits. Especially in your dungeon where the magma can instantly annihilate the player for slipping off the thin bridges. I personally assumed the magma would be treated the same as the cliffs, and I'd just pop up safe after taking some damage. Was very surprised when my lil guy was fiendishly immolated.
I'm just extrapolating here but I imagine you made the levels so massive to accommodate player's varying movement speeds, they can level up their stats to go faster, and eventually they'll be able to dart around these levels really quickly. I feel like this can only end in one of two ways, either you never get enough move speed for it to feel meaningful, or you eventually become so quick that it enormously affects the balance of your combat. Consistent movement speed in single player action games is fairly standard for this reason, it's very difficult to account for large gaps in move speed, and I can imagine a lot of these enemies being trivialized by some simple strafing eventually.
That's a pretty fundamental critique, and if you intend for these levels to be large and you care a lot about keeping the movement speed leveling, I can respect judging your game for what it is rather than what I'd like it to be. Here's a simpler observation. Why on earth do I need to sleep in the tent to equip weapons? Finding that sword was very exciting, but the wind was taken out of my sails after 10 minutes of trying to figure out how to equip it, pressing every button on my keyboard before using the tent out of desperation. It doesn't make sense mechanically to not allow me to collect items as I'm traveling, and it certainly makes no sense narratively that the item vanishes from my character's inventory into their base camp. Your game gets a full point better the instant I can equip a weapon on the spot.
The last thing I want to express after all that negativity; I love your setting. "What's the setting for this slow soulsy action RPG? Cyberpunk? Victorian? Medieval?" "No. Modern day Hawaii." Completely left field, but opens the door to SO many exciting ideas. Beaches, volcanoes, hotels, slums, the Dole plantation, ABC stores. The culture clash of the mythology and the tourist reality. BRILLIANT decision. I think you should seriously consider putting a lot of your thought and resources into selling this setting, teaching people about the area, because it's a fantastic premise. You obviously have an eye for the aesthetics with your statues and your kick ass logo.
Keep the brochures I love them. "Go to Hawaii idiot."