Thanks for playing the demo again. Variety is indeed a big concern of mine although I think I need to complete some sort of tutorial before unleashing the more sadistic handicaps I have come up with. More complicated enemies are also reserved for later on in the game, particularly after the end of the demo is where the difficulty really spikes and I feel more confident in deploying stuff like this.
The tutorial is only available at the main hub for now because it's unfinished anyways, most hotkeys are just the starting letter of what you want to do like A for attack, W for wait and S for skills. That's definitely an aspect I need to improve.
High AGI builds actually got a pretty severe readjustment this time around. It's just that an extra turn is always overpowered, imagine playing a game of chess where you get 2 turns for every 3 that your opponent gets. I find that mechanic rather complicated to balance.
Some time ago I reworked the AI and a major change that I implemented is that some characters will go for the throat if they see a kill, particularly boss characters have their own unique AI. A mechanic that's not disclosed anywhere because, again, bad tutorials, is that you gain some pity money every time you die so if you really want to see the ending you can go back into the rest area and buy a bunch of items like honey and mage leather.
I'll make sure to watch that playthrough later, that information is really useful and I'm thankful for it. Have a fruitful demo days.