This is a neat prototype and I have some feedback on its current state.
I think you could play with the challenge by making each enemy move and act much faster, as it is now the enemies can easily be kited before they have a chance to swing back. If the player's movement was limited during their attack it would give incentives to think more about how players approach. If certain enemies had different follow patterns they could make better use of the large arena, like orbiting the player or ranged enemies keeping distance.
I like the idea for the jump to help the player avoid the boss's giant swing but without other threats to layer on top of that it becomes just as simple as a standard enemy to deal with. Perhaps if this boss was assisted by additional enemies or if that boss type could show up among the groups of enemies in rooms you could get more value out of that design. I'd be interested to see what this could turn into if you returned to the project.















