Quite disappointed this ends on a "thanks for playing the demo" cliffhanger despite being labeled as a 1.0 version; it should really be called v0.1
Anyway, the demo has potential, but it has a couple issues. First, the sword's color-changing happens too abruptly, and it changes to a random color rather than having a reliable pattern it cycles through. This makes combat a chore since you end up spending half the battle waiting for it to change colors again so you can get as many hits in as possible before it changes yet another time.
Second, the bosses aren't really designed around short-range sword combat. Both of them beeline towards the player and do large-area melee attacks of their own--which is not only lazy enemy design in itself, but it forces players to spend the whole battle running away from them and baiting their attacks, then WAITING for said attacks to finish before they can finally rush back to the boss and get a few more hits in. These bosses would be passable in a twin-stick shooter, but as Zeldaclone or hack 'n' slash bosses, they just pad things out, further hampering the game's already-stunted pacing.
For an example of how to design bosses well when the player is forced to use short-range attacks, look at the Helmasaur King from A Link to the Past: it does technically also have a melee attack, but it comes from behind and around the boss--on the opposite side of its weak point--and the boss's length stretches across most of the screen, so the player will be quite a distance from it and have more time to react and avoid it while also being able to go right back to attacking the boss afterward. The boss also has an attack that comes from its front--directly from its weak point, even--but it's a slow-moving projectile that can be walked around, and the projectile even hovers on top of the boss for a second before being shot, so again: plenty of time for players to notice and react and dodge, all without having to go too far from the weak point or do too much waiting or running away, thus the game maintains its pacing.
As I said before, your demo has potential, but it also needs more work to reach said potential.


