Hmm, for me I felt like the game has a pretty cool concept, but didn't quite get its execution off in a satisfying manner. Without a tutorial or anything, it took me awhile to even figure out what was going on. I started off by just utilizing melee attacks, which were surprisingly satisfying to use due to the cool hitfreeze on contact, but also a bit annoying since enemies were so spongy that it took forever to take them down.
Eventually I figured out what was happening: it looks like you've got this system where you throw your shuriken into an enemy and then shoot elemental balls at them, where you want to pick an opposing element to do bonus damage (and in between that you melee to build up a bar so you can keep at it). That's actually pretty cool in my opinion, but everything else about the game kind of compromised that design. Not only was it really hard to grasp the system at first, you aren't even allowed to experience it at its fullest until you pick up all the scrolls (and once you pick up the scrolls, you're technically done and can race to the ending, so what's the point?) Enemies felt way too spongy and way too crowded in number that honestly I wanted to avoid combat since it was such a drag and you could only shuriken one enemy at a time.
I definitely think this elemental concept could work and it could be fun, but the rest of the design needs to synergize with it. For me, the ideal would be to give us all the scrolls quickly so we can engage with the combat and weaknesses in full: then take us through some combat arenas that lock us in and make us engage against some cool enemy formations, where you try and tweak the number of enemies and their amount of health and so on to create more satisfyingly paced fights instead of the haphazard crowds that I just ran past in the game currently. Definitely a lot of potential here!