I like the visual style and the idea of changing angles to help see better is appreciated. The blobs look cute too. However, if there is one thing holding this game back, it is the controls, and I know exactly why.
When I first started, I just assumed all the wasd controls were reversed, because pressing w was making me move down, pressing d was making me move left, etc. I also didn't know how to attack at first, until it occured to me that this might be a mouse AND keyboard game. Once I moved the mouse, I was able to attack fine, and moving left, right, etc. seemed to work like I originally expected.
Except they would occasionally change, and it took me a moment to realize: The move controls currently are not set to act relative to the camera, but relative to the direction the character is pointing. in short, tank controls, but you can point them with the mouse. But combat involves changing which direction your character is pointing, which makes the mouse combinations to move up-down-left-right change as well. In the end, this makes it very unwieldy to move around, both in combat and for jumping. The elevator shaft probably demonstrates the issue most, because there is a near 180 degree shift in perspective, which means you can easily end up moving off target from the small platform you need to jump to.
What I normally would do, is this:
Have a basis that you use for movement. Move the character relative to the x and z axis of the basis.
If the characters stops, the basis is set to align with the camera's orientation (minus the tilt up and down, you still want left right up and down to be parallel to the camera). So, for example, if the camera generally faced northwest, pressing W should also move you northwest.
If the character is moving, don't change the basis orientation, because then the player is going to get confused or accidentally double back or slam into walls.
I like how you used the theme in the plot though! Keep up the good work!