So,i played this game for a little while and completed several main quests but i want to tell about combat aspect,which looks and feels fine,but have fundamental issues to approach it.
First of all Attack and Defense concept of melee. It lacks space between Player and Enemy. All 1v1 situations goes to spamming,overwhelming enemy interrupting his attacks with ours. While crowded fights goes into Tanking or Range because you can't control space between them and they act as damage sponges while 4-5 enemies have their own wind-up attacks and overall shattering your defense. Which kinda defeats whole purpose of Parrying attacks,because enemies either too many or he's just one to be bothered by it too much. For Solution is give player a knockback to his attacks,enemies make several steps back flinching in pain if they getting combo'ed and just give them defensive play for each habit. like slimes going for charge attacks like night counterpart,because they always send flying by us to be bothered to use neutral grounded attacks,unless we blundering or anything else. Other player-like npcs,blocking and stepping back if they got hit or noticing players attack,going for strafes for better positioning and height advantage. Just give more ways enemies approach player,when battle is initiated. try to make space between Player and enemy,than sandwiching us with damage sponges with clutter of effects and animations, making some interesting situations like hoard of slimes going into stampede,scythe ghosts waiting for other mobs to start attacks,to give them chance to strike,someone just goes with light hits to poke our defense and etc. Give enemies AI,to make them more fun to fight if you added defensive play as a possibility.
Also dungeon design and unnecessery backtracking. I know platfroming part WILL BE POLISHED(Crucnhy Ledgegrabs,weird collision bumps on the floors and etc),so i won't go down this path. But having spawnpoints in the beggining of a dungeon,doesn't seem...reasonable ,cuz in backtrack,there isn't anything to do just running back where you died. Respawning in the same room with dropped progress of a fight could be fine solution(Maybe consumables are gone,but just few respawning pots with health/mana replenishers can do the trick). Mobs placement also just a clutter in a already small space,where in second area,circling around can lead to huge problems. Either make space bigger or few enemies-Careful and thoughful placement much better than pure monster grinding,making experience more methodical and simple,with adventure part giving feeling of progress when you making to other side. (Also misused part of teleportation,world progression is kinda "book move" and just blocked with level cap and quests completion-But that's alright,even if you could be more creative with it,so... i would be happy,if devs will put some though into world building)