Hey Dogma122, thanks again for the thoughtful TwinStep feedback, and congratulations on releasing your first prototype!
I'm on macOS, so I couldn't run the Windows build. I looked closely at both screenshots and your game page instead; I can't honestly rate the movement, SP balance or difficulty without playing.
The purple creatures and gold-framed mirrors caught my eye, and the bright projectiles stand out nicely against the dark backgrounds. There's a clear supernatural visual theme to build on.
A few practical suggestions from that limited look:
1. In the screenshots, the resource bars and numbers are quite small. Slightly larger numbers and explicit HP/SP labels could make them easier to check during combat. I'd test that readability before changing SP costs or recovery.
2. Put the main key bindings and a short explanation of what spends and restores SP on the game page, alongside the downloadable manual. That would help new testers get oriented before launching.
3. A short, uncut gameplay clip showing a jump, dash, basic attack and skill, with the HUD visible, would communicate your combat-and-movement focus much better than still images alone.
Your English in the post was easy to follow, too. Wishing you a useful testing round and good progress toward the polished demo!

