Huh, this is quite the interesting game you got here! For the most part, I really like the concept of switching between two forms which each have their own strengths and weaknesses, and while there's a lot to take in, I really liked how deep the mechanics got and enjoyed mastering the various movement techniques to pull off some cool tricks! Game is also very charming with its presentation: love how the personalities of the characters come off with their animations and stances, and the dialogue could be rather amusing.
That being said, while there was a lot to like here, there was also a lot to nitpick, so here we go:
*I felt like the characters are a bit too strong on their own and could use some tweaking to their capabilities so as to make them more synergetic and make-up for each others weaknesses. For example, I found it very odd that the timid and weak wizard form is able to do something as physically strenuous as wallkicks: I think that ability should be eliminated so that wallclimbing is left up to the dragon form where it makes more sense due to their strength and claws. I know you'd need to tweak the existing level design and such to make up for this, but I think it'd be worth it and highlight the character swapping much more.
*Game definitely overdoes it with the tutorial handholding, I feel. So much text to explain things that could be explained with simple pictures, can be put off till later, or the player can naturally infer. I understand that you want to teach the player all of the little subtleties of this wonderful system you've built, but seeing so many words just makes me want to skip them, and I as a player would like to figure some of them out myself, almost like a puzzle, so as to feel clever.
*I felt a bit let down by the final level: we'd been spending so much time learning all this movement tech that I thought the game was building up to be like Dustforce or Celeste, delivering some challenging parkour/speedrun-esque precision platforming levels, but instead we just get what felt like very generic combat with levels that don't need any of the techniques we just learned.
*Speaking of the final level, it was also weird that it suddenly introduced this new emotion meter where if you get too scared or too brazen, you can't transform back to the other until you calm down. I like the idea in theory (one of my favorite games is Pac-Man 2 on SNES which uses this same system), but in application, it just kind of felt like an unnecessary annoyance, and you even seem to think so because you had to introduce items that can force an emotion reset just to avoid players getting stuck in one form with no way out. Think you might be overloading the game with so many systems instead of having a clear focus.
*There were also some minor issues like how the LT button wasn't being recognized from my controller: perhaps its because I use a PS4 controller? Luckily the LT button wasn't that necessary, as it was only used for these weird and superfluous techniques.
Despite my gripes and grumbles, I really like the idea behind this game and want to see more progress on it!