I assume the prototype ends on the "On the making..." screen? If not, then I probably missed something lol. Was gonna address the weird controls, but you've already answered it in another comment. First time I've heard of an AZERTY keyboard lol.
Just to get it out of the way, I feel like the swordsman's "counter" is a bit slow. I got used to the timing eventually, but having it counter a bit earlier would be more forgiving. And even then, it seems like the counter doesn't really provide any notable benefit here. You can jump, roll, or even walk away from certain attacks to not get hit. An improvement may either be: (1) You can hold the "counter" button for as long as you want, (2) Making the character actually counter and deal damage after a successful block, or (3) The shield can reflect projectiles, tho I think this can just be something you obtain mid-game. Also, I hope these are considered for the next playable character's shield/blocking spell, too.
This is a small one, but I was kinda disappointed that the last part wasn't a boss fight lol. It was setting up to be one, so I got a bit excited and ready. Then the protag got fking pummeled lmao. I know it's likely for plot progression, but an unbeatable tutorial boss fight is more fun, y'know? The thought of having a chance to beat a scripted impossible boss battle, at least I get excited about it. It's understandable if you ignore this, tho; this is more of a personal preference, after all.
In any case, the concept sounds really fun to play once it becomes more fleshed out. The "spell incantations" part looked like the distinguishing feature for me, but I do wanna know how you plan to add them in-game. Will it just be cool chants alongside cool-looking magic, or is it an actual mechanic? I imagined a skill mechanic with incantations after reading the game description, but I don't wanna deter you from your original ideas. I'm willing to share the idea I had if you want, of course, lol.
All in all, I'm looking forward to how you develop the game further. I hope my feedback and suggestions were useful for the game's development.