Thank you for your feedback! I am always happy to engage with someone that has thoughts to give, especially ones that highlight things we can improve on!
There is definitely a degree of balance for us to consider there, especially since we've made the first chapter quite a softball in terms of difficulty (though I can assure you, that is intentional) with the way that we have implemented peril you are right that it is pretty easy with careful resource management to basically avoid peril against the average enemy entirely. Although I will admit I have been surprised by the quantity of players that have been stonewalled by our boss of chapter 1 entirely. We are definitely thinking of ways to make it easier to get bound (whether by balancing encounters or the mechanic itself), but it is definitely a tricky balancing act we are considering moving forward so as to not disrupt the experience.
I do 100% agree with you there though, using sword arts and magic while half-bound is definitely not long for this world! And fully bound is a state that we're definitely considering the implications of, on one-hand it is a defeat state, on the other hand it is ludicrously easy to avoid in the demo, though we're definitely re-balancing rescue, the gameplay implications of 50% health regen upon escape are too stark to ignore.
Once again, thank you for your feedback! And thank you again for playing our demo!