Hmm, it feels like it does get some interesting story built up eventually once you get to the first boss, but for the most part the game felt very bland and empty, and very confusingly constructed.
In terms of game design, the game had tons of weird oddities to it. First and foremost, the hitboxes of the player and the enemy were way too damn big, like three times larger than what it looks like, leading to getting damaged from unreasonable distances. Damage was inconsistent as well, where touching some enemies (even when they are dying!) can end up damaging you, while touching other similar enemies doesn't hurt at all. The game actually does a good job at showing animations for enemy attacks, so I have no idea why you can get hurt by touching them when they're not attacking. Speaking of damage feedback, I also found it odd that things like hitting enemies produce sparks, but hitting the health totems is absolutely silent, which felt so bad in terms of feedback.
In terms of adventure and story, the world felt quite bland and repetitive. I did enjoy the goofy dialogue here and there and some of the setup once you get your first power from the boss and see the note left behind, but in general, traversing the world was just boring. I'd regularly try to avoid combat whenever possible because it was such a slog due to the enemies being damage sponges, and the world never seemed to have enough landmarks, interesting locations, or slick movement to keep my interest.
I think it's a pretty good attempt: had some small hints of nice design like bosses and enemies with attack animations and so on, but right now it just feels way too shallow in terms of the moment-to-moment gameplay.