So I think it looks like it's shaping up well, especially for a tech demo. The controls felt pretty tight and responsive (for the most part), movement tech is looking fine, there's the start of an almost social sim aspect to the game a la Persona. A few personal gripes/suggestions though.
1. Could we get some way to turn down/off the light bloom? Idk about anyone else, but it was so bad for me that everything was becoming slightly fuzzy around the edges due to it.
2. Add a block or some sort of deflect/parry to the RMB, and then remap the evade. Just a personal taste, but in games similar to this one's combat style (Nier Automata and MGR mostly, though I kinda lump some of Sekiro in there), having some sort of block/deflect is extremely helpful for keeping up the pace of combat, especially since the attacks in this game have what feels like some end-lag on them before allowing you to evade.
3. Wall-running. It's not bad how it is, but it feels slightly janky because, as it stands right now, jumping off doesn't reset your air-boost. Which leads to this problem that a lot of other people have when trying to get to the top platform. They don't time either the jump or the evade right, and fall short of the platform. Most games that I know of that include wall-running and then jumping (Warframe, Jedi Fallen Order, Titanfall 2, etc.) reset your double jump.
If you don't change any of these, fair enough, it is your game after all. I'm simply providing some suggestions from the outside looking in.