Wow, this is some really crazy stuff on display for a demo!
Game is absolutely cram-packed with not only so much visual flair in terms of graphics like the game over glass shatter and explosions and so on, but it's also just very bloody charming with things like the host interjecting a lot of flavor commentary and there being a funny risk-reward system where you can increase the difficulty by angering the host through stealing their items! Really gives you whole thing a very professional and well-crafted feel despite it only still being a demo. Gameplay was also solid as well: while it was a bit cramped and slow, both in terms of movement and attack cooldowns, the enemies seemed to be built around that aspect so it all gelled together. Had a great time going for a burn build on my first run and saw so many abilities that I wanted to try on later runs, along with the wands I unlocked: so much potential replayability!
I did have some slight frustrations here and there though. Sometimes there was just so much going on that it was difficult to tell what to focus on: I couldn't even figure out how to start the game since a) I didn't realize the title logo was interactable and b) the dialogue text box kept covering it! Also, as fancy as the health bars that are part of the characters themselves are, they are difficult to parse compared to more common solutions like health bars being above them, leading to confusing feedback on how much damage you're doing and taking. Finally, I was quite frustrated that it seemed like a wand only recharges when it's in your hand: it made everything so slow and I would've much preferred if the game lets wands recharge no matter what, meaning that effective play could involve a lot of cool weapon swapping to alleviate the boring act of waiting on cooldowns. Also I felt like the combo mechanic was a bit confusing and unsure how it worked: seems like you should just always special attack after a regular attack with no downside, and it doesn't work the other way around? Also, the combat did start to get a little monotonous after a while: maybe it could've used some more enemy variety or special events, or have a better sense of boss or story progression as you go (though I imagine that's just because it's still a demo).
Looking forward to seeing how this shapes up: I feel like it's already got a solid foundation that's ripe for tons more content!