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I thought the enemy animations were well done. The music fits well and I enjoyed the ethereal music in the menu. Graphics-wise, I like the colors and models. Some things, like the font for the player's name, looks rough. The yellow cube I assume is a placeholder for an actual switch. The art style of the title screen image doesn't seem to fit with the style of the in-game graphics.

Swinging your sword stops your movement for a tad too long and its slow to hit. This makes the combat feels stiff and frustrating. This also made it hard to find a good window for attack without being hit right back as it feels you are left vulnerable for a tad too long. I found myself just skipping most enemies. I would suggest being able to move while attacking (even if said movement is slow) or have the player swing faster. It seems like most characters share this issue

Speaking of enemies, there doesn't seem to be much reason to engage with them at all. I found myself walking past enemies and only focusing on hitting switches. Maybe you could tweak it to make these mechanics compliment each other. Like maybe skip the switches altogether and have bridges only open if you kill enough nearby enemies, as an example.

I noticed the devlog and itch page mention a way to dodge and dash, but I didn't figure out how to do this. I tried holding L to block and press a direction, but that didn't work.

Not sure if this was intentional, but its really easy to kick items and powers away from you when you are trying to grab them. I kicked a few of the spells out of reach because of this.

I played the guard the most. I tried a few others but most of them felt pretty similar to one another. It seems their differences are mostly in the strength of certain spells?

Unfortunately, I wasn't able to get past the first boss or try multiplayer. I died at the first boss and I didn't feel compelled to navigate the area again and find the switches. Something like a checkpoint system would help.

Instead of having a "how to play" page, I would suggest having in-game prompts, like the E key could show up near a switch or item. This would help because I didn't realize I needed to use E near the yellow cubes to activate the bridges.

Having both apples and healing spells seems redundant.

Good luck with your project! I hope my feedback will be helpful to you.