Just finished the demo! Hopefully this criticism doesn't come as harsh, as I do believe there's something special in the works. That said, here goes:
- There's intent for how the game is meant to feel and play and clear inspirations, but lack of focus on a singular camera or gameplay type is hurting more than helping, a fixed cam during the beat 'em up sections would help ground things with a bit more consistency
- Left bumper lock-on and free aim is also unclear when either is active and some sort of in game visual cue or UI element would help this. Furthermore, sometimes lock on doesn't seem to work when there is no targeting, if anything tying free aim to the mouse and dropping free cam from the beat em up play while revising those sections would also assist with polish and gameplay consistency
- Stage design and camera cuts aren't quite there yet, this is definitely an early build of the game and a passion project that still requires a lot of polish, but I would suggest thinking about snappiness and focus, what is the key event happening during a particular scene? Where is the character going after or during? Is what's happening impactful, or more loose?
- The same feedback could be applied to the controls, at the moment things are lacking weight and impact; enemies feel much more like fodder than threats and even the mini-bosses and bosses didn't seem to have much balance on the interplay between their attacks and how they actively engage the player
- Bugs are definitely a thing, I fell out of the first level at some point and could not continue, as well as what looked to be a section where the music didn't activate nor did the full boss model spawn in during the second stage, though this may still be work in progress
All that said, there's a lot of potential and a lot to love here! I think it just needs another few passes of raw polish and gameplay consideration before continuing onto additional content, best of luck with the project!