Damn, that title screen art. Love the aesthetic here, and the music is dope.
This game is super interesting and fun and I'm going to download it to play it more later. Really well done all around!
Notes:
The menu buttons could use a drop-shadow or something to help contrast it from the background image though, either that or add a desaturation layer behind UI while navigating things like pause screen and tutorial dialogue
I really like the fact that the choices for each area tell you what the rewards are so you can try to tailor a build/have some agency in what playstyle the run will have
I feel like this game was very Noita inspired, and I love that. It's a really cool idea to take a hack-and-slash and have the player construct their attack combos
One thing that might be cool (it makes sense to be out of scope for this iteration though, you already added and achieved so much), is synergies in skills (think team fight tactics unity synergies, or SNKRX) which encourages diversifying skill usage in a combo (since synergies only apply when non-duplicated attacks happen), but also gives some more build expression and direction to a run. I really wanted to combine a bunch of spear moves into a single spear spell book and have that mean something more, like maybe increase area of affect/range of the attacks or something. (It's also possible something like this was happening in the background and I just wasn't aware because there are a LOT of numbers and keywords to keep track of in the game)
Voice acting and characterization, animations, build variety... The SCALE of this submission is insane for just a month, kudos on all you were able to achieve!
With some polish I could see this being a full-fledge steam release if it's something you want to pursue.
I think the areas that could be improved for a final product are:
1) A user experience pass on the information being presented would help this game a LOT. Really highlight the elements you want the player to be using for their combo construction. If it's more important to pack rarer spells into a spell book, making the rarity colors present in the icons while in the skill bar or on the details panels would be good. If you instead want the player focusing on the types of attacks, making the distinction of sword/spear/magic or whatever, emphasize those elements more in either the art or effects. I think with a game like this giving the casual player simplified feedback on how good their build is can help a lot, and the hardcore players can dig into the numbers on their own and optimize if they choose.
2) A cleanup pass on the in-between stage animations would be good (maybe speed it up after the first one, or make it skippable? The barrel roll is cool and all the first time, but after that it slows down the pace of the game to have so much animation between stages)