I really hope you have the will to see this through, there just aren't enough excellent games out there featuring non-human characters, but this is shaping up to be one of them.
I have to give special credit to the sense of flow the animation has, the lovely palette used for the aesthetic which is reminiscent of some of the best platformers I've seen (not too over-saturated), the sprites and tiles themselves, and the general feel of the game. That last one is so incredibly important and you've nailed it.
As someone who's had a little experience with this? The best advice I could offer is to be wary of feature creep. It doesn't matter if you have the best systems and mechanics in the world if your level design and aesthetics don't hold it up. I think it's important to be able to diversify your content with fun mazes, puzzles, traps, and so on; And with enough diversity of tiles that it doesn't get repetitive. I've fallen into the pitfall of concentrating too much on mechanics before, so... I just wanted to share that.
Mind you, I'm not saying you're doing that! It's just... If there's a piece of advice I wish someone had offered me? That'd be it.
It really is an excellent demo though!
What else did I want to say?
Oh! For a project that sort of started off as yours did, and grew in a similar way, it might be worth checking out Frogatto for inspiration. I suspect you've likely played it already, but just in case... It's always fun to see how these things come together.
I think that's about everything. I can definitely see greatness here. I think this is going to be an incredible project, so do keep at it! I see you had a setback with your approach to weapons and I know that can be disheartening but, like I said, you've got something very good going on here. And kobolds to boot!
I do think you've got the chops to pull this off, though. Controls really are so important and I've rarely seen them nailed this early on in a project's development.
Very, very good.