Please do not let this wall of text I ended up writing discourage you. It ended up long, but is not meant to be discouraging or imposing lol.
I did see where you said this is your first game, and I wouldn't elaborate on all this if I thought learning how to understand and begin thinking about UX wasn't going to benefit your projects. So...
I was tempted to not say anything, because the other comments already talked about the controls, but I've written comments on this topic often enough now that I should probably just make a blog post somewhere, so I'll help add some usability/UX modelling to this:
The first player who commented about not using a mouse for a game like this was entirely right about that part. But it's not an issue of two hands (necessarily), it is usually an issue of it being the wrong input method (a mouse is designed for spatial interactions - when using it strictly as a button input it violates the mental model of what a mouse is, and adds an unnecessary barrier for laptops), and also under-utilizes what's more-often-than-not the dominant hand.
Also AD move with WS+mouse attack has the somewhat weird effect of splitting your attack inputs across multiple hands, AND making the left hand have to handle conflicting things - two keys are move, and two keys are aim, which means more mental processing is needed to keep track of the conflicting actions in WASD. Not that it's wrong - but is something to be aware of when planning out control schemes.
Using two hands can be (and often is) a very good interaction model though, because it's often good to separate "concerns" between hands. Most people naturally use two hands for things, with each hand doing things to complement each other - for example supporting something with one hand while interacting with it with the other, or with many video games one hand handles movement, the other actions, or one hand - often the dominant hand - handles spatial movement requiring fine motor control like looking around/aiming with a mouse, while the other hand handles "commands", etc. Putting everything on one hand, even if everything fits comfortably, is more mental overhead.
Not that designing to support single-handed input is a bad idea - somebody may be balancing their laptop with one hand, or for various reasons only have the use of one hand - but that's a very difficult thing to do, because now you have additional problems to account for - the fact that you have very limited space to put all the controls, as single-hand reach is MUCH less than the amount of keyboard you can cover with two hands, AND you have to account for the fact that you may have multiple conflicting actions to perform with a single hand. For example, if you have to jump, and attack, while dodging left and right, you now have four actions all needing twitch reaction timing, at least three of those needing to be handled by some combination of your non-thumb fingers. There are... potential... control schemes that could allow for that somewhat comfortably - but they'd be weird, and non-standard, and you'd still be using at least one of your ring or little finger for twitch movement - which would be quickly tiring.
For these reasons, the second poster who commented about putting movement on the left hand, and actions on the right (but still on the keyboard) - or alternatively movement on the right and actions on the left - will be right more often than not. (there are some limited cases, like if you only needed left, right, jump, attack, you might get away with a single hand WASD+Space, with W jumping, space attacking, but even that's a bit awkward). With the number of actions in this game, it's very easy to think of combinations that are almost impossible to hit comfortably (like trying to heal while attacking something above you, or move left while attacking up).
I know that was a lot to read, and some of it may be a bit rambling, but if anything in there piques a bit of curiosity about UI/UX design, then my work is done ;)