Thanks for playing through my game! I played through the demo, I think you have some cool mechanics going (I really liked the gun, felt very satisfying to shoot), but there's a bunch of things that personally I would change:
1. There is a lot of feedback for the most basic action of clicking left, you have a giant effect covering the screen and a screenshake, with its huge hitbox there's no reason not to press it, and that also makes you spam the mouse repeatedly cause it's not automatic. Feel could be improved
2. Character is very floaty but there is not much reason to be in the air, the ground pound doesn't do anything and I think it's bugged cause twice I lost my ability to slash and shoot after doing it.
3. I didn't play with audio on so I don't know if you have something but there's no visual feedback for my cooldowns ending, I had no clue when I could shoot the gun or sword dash and it felt very inconsistent.
4. Dash, double-jump and slide feel a bit useless, the sword dash fulfills the function in a more fun way, they feel inconsistent because if you're not holding anything they take your last input, so if I moved left, stopped, and then dashed, I would dash left instead of forward. The stamina from dashes doesn't regenerate unless it's empty which doesn't seem intentional?
5. There's not enough feedback for being hit your healthbar just goes down, that's something that could use screenshake and slowdown.
6. The level design immediately introduces you to platforming with unforgiving obstacles and wallrunning, then immediately after that room you go into a bunch of arenas again where there's no platforming elements until several rooms later where it just makes for a not very fun death pit for the player while they're trying to fight enemies. Also checkpoints please. Also the doors closed before I entered a room once in the green bricky hallways.
7. Camera feels a bit stiff, wall jumping bumps feel off, the snaps on wallrunning also. The camera stopping along with all movement freezing on the sword dash also doesn't feel good.
My general tip would be to go less broad but more deep, you have a ton of mechanics from various movement shooters but they don't synergize that well together, and your game lacks identity as a result. I would focus on making a lean skillset of abilities that all complement each other and the gameplay, letting you polish them as much as possible while keeping each one unique and useful. Steve Lee has a good talk about Orthogonal Design on his YouTube channel that you could find informative.
But yeah this has a lot of potential and I'm waiting to see more :)