The game looks good, but now the characters probably need higher detail now to match the background, textures and such. That's the downside of a graphical glow up.
I think it would be cool and add some flavor to the setting if you started with no equipment and received a set of gear and items corresponding to your starting class upon being prompted to pick one.
Goblins are annoying. It's cool if you want small enemies that run away from combat, but be warned that this will implicitly favor ranged builds. All ARPGs have either a melee or a ranged bias.
Either way, I think I prefer the weapons that have fast, snappy animations. This is only my opinion but I think slow attack speed never feels good.
I think enemy health scales faster than the player's damage. By the time I started seeing warlocks it felt like me and my party were mercilessly kicking old men. Granted, this is also how you kill ranged enemies as a melee class in Diablo 1 but you usually deal more damage too.
That might have been my queue to grind, but I hate grinding, no matter how thick the enemies get.
However, the biggest issue I found was that death is very janky. If a party member dies you can dismiss and then recruit them to revive them on the spot with half health.
Most importantly, I died 3 times during the course of the demo and the behavior was different in every ocassion.
The first time I was granted control of one of my party members but I couldn't find where to revive. I talked to the healer but she didn't help me. However, restarting the game brought my entire party back.
The second time I was prompted to respawn in town, and I did. This is probably the intended behavior.
The third time I died immediately upon respawning in town, and had to restart the game again.
On a different note, I'm happy to report that I didn't break the UI this time around.
Keep up the good work.