Pretty cool beat-em-up! Definitely feels like it's got a pretty solid start in the right direction: in general the combat felt quite nice and satisfyingly impactful, and the graphics and animations were smooth. Loved how the enemies had great telegraphs for their attacks. There was a bit of confusion at the start for me since usually 2.5D beat-em-ups like this are very horizontal-focused, but this game had so many vertical and diagonal attacks that typically aren't done in those games (are you sure you're not trying to make a top-down game instead? that type of camera might be more intuitive, but whatever) Anyway, here's what feedback I could offer:
1) While the game did seem to offer some amount of input buffering, it didn't feel sufficient and there were a lot of times where an attack or a roll wouldn't come out mid-combo despite me putting the input in for it (yes, you could say that I put it in too early, but still, really felt like the game was just dropping some inputs, so perhaps experiment with making it more forgiving)
2) For some reason, I couldn't attack to the lower-left: unlike any other direction, if I tried to attack while moving down-left, it wouldn't come out (which was unfortunate since so many enemies spawn that way!)
3) Tutorial is incorrectly in staying that A,A,W is a combo (only A,A,A,W is a combo)
4) Not sure of what the purpose of the W attack is: could use more explanation (maybe it has invincibility frames or something like a shoryuken?). Also game didn't even explain any of the other buttons like Q and S.
5) Didn't like how easily enemies could insta-switch directions: felt really unfair when I'd see the club goblins charge up their upper attack and I'd roll behind them, only for them to insta-turn around and smack me with their upper. Feels like they should have to commit to their initial direction more.
6) Similar to above, hated how fast the archer could nock an arrow and shoot at me: sometimes he'd be able to shoot an arrow at me when I'm hitting him mid-combo for crying out loud! Long-range units should be a bit slower in general, I feel.
7) Feels like, especially for a demo and a first level, the enemies are a bit overly fast, aggressive spammy and hard to lock-down. I feel like I'd only see this sort of behavior on a game's hard difficulty, heck, maybe mania difficulty: for now, I'd make it so that the fodder enemies are a bit more passive, pacing around, taunting and such, instead of beelining directly for the player.
8) Swear it feels like the 2nd hit of the basic combo misses so many times and enemies just get out for free: dunno if it's just got a bad hitbox or enemies have some weird recovery invincibility where they dodge it and get out for free or what. Definitely fix the hit box and maybe add a lot more stun on hits to make it easier to combo/stunlock.
Definitely a lot of good potential here: looking forward to seeing a great beat-em-up in future!