Wow, wonderful to see this game on Newgrounds! Been following it for a long time and I'm glad to see that the game played as well as it looked on twitter and other such places. In general the game feels great in practically all aspects: not only is it very charming and stylish from a presentation and construction side of things, but it gets a lot of the sweet science of character-action/beat-em-ups/hack-and-slashes/whatever you wanna call it, like that wonderfully subtle but generous usage of auto-correction magnetism that ensures that your combos fluidily connect from many different avenues of attack (even when not using lock-on), input buffering and such that ensured no awkward input drops, and the wonderful use of hit-freeze and sparks for great impact to attacks.
Now, I'm going to deliver a whole bunch of feedback that is going to severely dwarf the amount of praise I just gave, but please realize that I am still incredibly positive on the game: I'm just a bit crazy for these types of games and just want to give as much thoughts that I can offer to help you think about your game and hopefully make it even better in future! Ok, here goes:
*I found the default controls a bit odd: most important, I'd expect the light attack button and the dodge button to be swapped as that would more closely match common setups, and it created a very awkward first impression where I struggled to get used to it. I know, I know, it's probably rebindable and there are some games out there that do match this setup so it's just a preference thing, but I still think it's worth pointing out since it can make a really weird first impression and some people just don't have much patience and might leave without giving it a shot. Even with rebinds being available, I'm typically wanting to follow the default controls since I trust that the developer did it for a good reason and don't want to screw myself from changing it (for example, I like how you setup the flow moves to consistently match the regular moves, like how the flow move you do with the launcher button is set to a launcher-esque move), but I just wasn't sure if there was a good reason in this case.
*I had a lot of trouble with the 'chase' mechanic, most especially with world traversal as the lock-on logic felt very inconsistent. For example, on the very first pole in the game: I chased to it, jumped off of it to gain some air and hit the button to chase to the next pole, only for my character to chase right back to the pole I just jumped off of a few inches behind them! I didn't even have the camera pointed that direction, so how the hell did that happen? There were some weird chase behavior going on with the wall-run to where suddenly I've be running the opposite direction or something weird. Definitely feel that it needs a review: methinks it's currently only working for 'best-case' scenarios and doesn't account for all the little deviations that players can have (for example, me jumping off before chasing to the next thing instead of just chaining-chases).
*I had a lot of difficulty keeping track of resources like flow and health and hype and all that since the bars for them are all crammed in the corner of the screen in a very perhaps too-stylish-and-small-and-therefore-difficult-to-parse ensemble and I'm busy focusing on my character in the center. A lot of times I'd hit the buttons for a flow move I want and nothing would come out, making me feel very silly. Would love if I could get more feedback when I do a move that I don't have resources for, like an error sound and maybe something pop-ups above my character with my current flow and how much is needed, like 2/3 or whatever. In fact, I'd love if maybe we have a little mini-HUD right by our character that displays health and flow and such, or at least maybe we can get signals for important events, like have our character glow or play a sound when flow or hype is full, and maybe have a red health bar appear above their head when low on health, perhaps!
*The world felt a bit barren. I'm not talking about the literal fact that the world is all crumbling and barren and bombed-out and such, it's more the general feel of the world being a bit lifeless. This is going to be a bit tricky since I'm not sure of the exact cause as it's just a subtle feel to it all, but it just felt like the world had a lot of too big and boring open and empty spaces that added a lot of boring travel time between fights and a weird sense of mismatched scale that makes us and the enemies look so tiny and insignificant. As stylish as the world looks, it just felt off and a bit too gamey, like it's one step away from being a gray box dev level what with all the silly placed traps that stood out like a sore thumb. Didn't have much of a sense of progress being made either as I just kept seeing the same type of stuff and not many landmarks or changes. I dunno, I might be being silly as perhaps this level is just a showcase demo level built to show all this stuff and so perhaps it is off since it's cobbled together. At the very least, could stand to have more interesting fighting places, perhaps with a lot of clutter to chop up or throw at enemies (there was an attempt with the bumper car, but that did not offer enough damage or abilities that I ended up ditching it fast since it just slowed down the fun).
*There were a few things I had difficulty accepting, like the inability to be able to recovery from knockback with the jump or dodge button, instead being forced to use the character swap button. There were some other things like how some flow moves would pierce past/through enemies instead of stopping in front of them (though maybe that's on purpose since chase already serves that purpose). It's all something I can get used to but it definitely felt a bit unintuitive at times, but nothing major.
*Little nitpick, but there were some occasions where the camera is showcasing something cinematic but I can still move around instead of being temporarily locked: could lead to bad things like someone running into a pit during the cutscene or just messing around and making goofy noises, haha.
*While it's nice and all and that could certainly be enough, I wasn't fully sold on a unique hook and feel for the combat. For example, I think there could be a strong hook with the character swapping mechanics, but at the moment they didn't have enough defining and differing strengths/weaknesses to make me want to utilize them in a strategic/synergistic way. For example, perhaps one of them could be good at guard-breaking blocking enemies so you'd feel compelled to swap to them for those, but in general the characters all feel generally competent at everything. At the very least, if each character had their own health bar you might want to switch if one gets low, but since it's a shared health bar, there's little incentive to stray away from your favorite. In a similar vein, enemies didn't offer enough resistance or abilities to promote interesting play either and they all just felt like pathetic punching bags at times: fun at first to style on but loses its appeal. This might just be a case of not being deep enough in the game yet as perhaps later enemies and synergies and such will become more apparent, but I wanted to point it out nonetheless. It could also just be a developer preference: some games want to force you into stylish play with big design incentives, and some games are content with stylish play being an optional challenge or a flex that isn't required.
Very happy to see that the Kickstarter worked out: it is very well deserved based off of this demo and I look forward to the future release (and hopefully I'll have helped in some small way!) Stay motivated!