It's very nice and promising for a beat-em-up, but in its current state I'd only say it's a good rough draft or prototype: as a full game it gets incredibly stale very fast.
It's clear that a lot of effort has been put into this and it is very cool in a lot of respects. The art, sound and music are all very charming, the basic fighting system feels satisfying and intuitive, it has some unique mechanics like the use of the yoyo to both crowd control and keep combos going, and so on. For as much as first impressions go, it was looking pretty damn good, and I love a good beat-em-up.
But because I love beat-em-ups, I'm very harsh on them, and as said, this felt really rough in its current state:
*In general, the game felt very stiff and slow. I don't know if I can detail all of the things that make it feel stiff, it's just little subtle things, like how long it takes to be able to move after doing an action, how you can't hold a direction when doing a combo to slightly nudge yourself in that direction, how lenient inputs are treated and whether the game drops them, etc.
*The game got very stale very fast, and I could barely force myself to get through the levels. It's just walk a bit forward, fight a group of the same enemies over and over with only minor adjustments to their formation, with the same background looping over and over, and every level using the same music track. Without any sort of special events/minigames to change up the pace, without any changes to the background or music, without extra little interactables like weapons or debris, without a large variety of enemies that actually need to be dealt with in different ways, it just feels endless and that you're not making any progress.
*Enemies felt very spongy: having to do 2.5 combos to finish off the weakest mook felt like too much work and just made combat a real slog as you gotta keep knocking them down over and over. It also just made every enemy feel like each other: you'd think the wisps would have weaker health to match their ethereal state and faster/lighter movement.
*I was confused at the purpose of some moves, such as the jump. Typically jumps can serve as a dodge, but in this game I found that I always got hit by enemy attacks even when I was at the apex of my jump and should, in theory, be over their attacks.
*Parries felt rather unsatisfying to pull off due to the lack of a nice riposte, and I could barely even tell whether I was getting health back since the bar updates immediately instead of previewing how much health I got and slowly filling up, or something akin to that. Parries also felt awkward to time since enemies attack so fast: could maybe stand to give them better telegraphs, similar to the beefy skull enemies.
*The game puts a lot of purpose in keeping combos going with the yoyo and all that, but for what purpose? What do combos do and why should I keep them going? Do I get more points and maybe it leads to getting a 1-up or other power-up?
I give all this feedback though because I do think this shows an incredible amount of promise and can be something great: if you can, I'd love to see a more polished and enhanced version of this! I want this to go from "WHAT THE HELL?" to "WHAT THE HELL?!"