Pretty good. Attaching gameplay recording at the bottom.
Supposedly there are elemental combinations, but I know this only because I read your Steam page. Of course I noticed element icons on enemies and I assumed, each element has some special effect, but nothing I saw during gameplay looked like elements interacting with each other.
To clarify, element interactions were not self-evident to me. In fact I thought the opposite, I only ever saw 1 element icon at a time on enemies and I though elemental effects override each other. Due to this on my 2nd playthrough initially I tried to have fire only spells, because I thought it's better to have 1 element instead of flipping between many with each skill.
I saw there is guide, but because game seemed simple enough I decided not to read it thinking stuff would come up on it's own. Now after playing I read it and I see there tons of stuff I'd never stumble upon on accident like parrying, melee stance or mana. I quickly checked them out and they make huge difference to gameplay. There will probably be tutorial for this in later versions, but I think there should be some in your face indicator for these things, even if it's temporary for the sake of testing.
04:41 Bottom walls are hard to distinguish from the floor on this level.
The wind attack at mouse spell effect looks very weak. I know it deals damage, but it doesn't feel like it.
Cooldown indicator is sometimes hard to read on some maps with many enemies. Also cooldown displayed as a disappearing icon feels counter intuitive.
5:50 enemy stuck in the wall
When moving with keyboard I think dodging should go in the direction of mouse or last movement direction, when not currently walking.
Font is sometimes hard to read, especially when I got ultimate ability, barely understood that it's used with Y key.
Fighting requires you to constantly spam basic attack, so having to click it feels kinda pointless. Basically is there any reason to not shoot?
Control rebind applies only after going to another level.
Having 4 skills can be pretty overwhelming. I guess long cooldowns are annoying, but too short cooldowns mean you have to constantly press something. Maybe it's a build issue, and I should just pick more skills with longer cooldowns
Basic distance attack animation could be sharper. Current one's looks like the guy is reaching for salt at the dinner table. On the other hand melee attack animations look very cool.
The music overpowers all other sounds, but I like that. Though it feels like monster don't make any sound sometimes.
Very solid art style for levels, characters and effects. Feels like pre-rendered environments in Infinity Engine games. Particle effects at starting map look really nice. Really enjoyed how this game looks and sounds.