Well, the wallrunning is either entirely too hard to activate or just doesn't work on my end. I go to the highest level that you can jump to, get as close to the wallrunning wall as possible, double jump and then dash when I reach it. After the dash runs out halfway along the wall I fall. I did this a few dozen times, trying different timings of the double jump, dash, and angle with nothing working.
I don't feel right putting up a review of this currently, but the action game controls and gameplay really need some work. The jumping onto platforms is really floaty, with you often sliding off the far side of a platform. There's the whole wallrunning thing, which the game doesn't indicate you can do (early demo, so something that can be fixed).
And then fact that you're stuck doing what's effectively a movement tutorial which you're being attacked. It's just bad design to force the player to learn movement controls in an "unsafe" environments in a tutorial. You first do the "here's a new movement thing" where the player is safe from enemies and ideally has an infinite healing option available. You don't do that when the player is under pressure, either from enemies or during a timed mission (I have some pissed off trauma from Assassin's Creed 2 having a new jump option that shows up like 2/3 of the way into a timed parkour puzzle.)
There's the fun thing of the game being a standard wasd and mouse movement, except that conversations only (as far as I can tell) recognize enter to choose options, requiring you to move 1 hand off the standard keyboard controls any time you are in a conversation.
Currently I'd give this a high 1 to low 2 star review, due to the gameplay of it being kinda shit. Everything else is fine, and obviously it's a demo so a lot will likely be fixed, but still it feels like the developer didn't really play the tutorial's jumping sections (or they just know the exact way to do it without thinking of how other players might try it.)