Played it some weeks ago, forgive me if I forget location names or some things...
Pretty decent plot with good implementation and some unique concepts like the Reaper section.
Sometimes the maps seem creative but also they have a lot of open space between them. I liked the forest section. The city makes sense. The house location seems a bit open but also makes sense. But the sewers are too open and straight-lined, which maybe makes sense for the sewers but I wouldn't like that for other locations because exploring the sewers gets a bit boring by the end. Make it have more diverging paths like the forest location.
Most characters have unique and enjoyable interactions, both main and secondary/NPCs, but it is pretty visible towards the end (castle section) where the demo clearly ends because most NPCs there don't have dialogue which may break the immersion a bit.
The combat is far too easy after some levels because the regular enemies stop being a problem at level... 7? It's very easy to get to a high level where you wipe enemies out in one or two turns, and then grind to buy equipment that makes the rest of the game, including the boss fight, not very difficult. At the end you just avoid all the enemies and combat becomes boring because you ram through everything without consequence. I suggest maybe running through the game yourself or through some sections and tweaking enemy or character stats so the enemies offer more challenge.
Overall I did enjoy the game and it has some potential but it starts feeling a bit boring due to the map design and the combat. I think with adjusting these things you could have a pretty good game - you don't necessarily have to do a fix to the current demo but Act 2 (presumably, if this is the full Act 1) could probably do well with these changes. Looking to see more from this project.







