Based on the 1.2 demo:
Gameplay seems solid overall. Movement is responsive. Dodging feels good, and perfect dodges give you a very satisfying witch time-esque time slow that regens meter. Level design seems fine so far. Combat and platforming are pretty easy so far, but there isn't much to go on yet.
You start with one weapon and two special moves, and end up a few more weapons and a super by the end. Your specials, a basic projectile and a wicked weave style giant punch, feel pretty good to use, though none of the basic enemies are worth spending the meter. The super, a sweeping beam attack, wipes pretty much any normal enemy and makes the boss pretty trivial if you fight him again, which feels good but might need some rebalancing.
My only real complaint is with the basic attack. Until you get the post-boss weapons, your attack is just a single hit with deceptive endlag. You can cancel it with a dash, but it still doesn't feel good to be left standing still for that long. The post-boss weapons can do a three-hit combo, which feels a bit better. Your standing, aerial and crouching attacks are pretty much identical. It would be nice to have a few different attacks available, but I think some sort of anti-air attack is a must for this genre. Flying enemies just feel awkward to fight otherwise.
Overall, it feels pretty good to play. The boss in particular felt fleshed-out and interesting to fight. The established systems are solid and level design shows promise, and I didn't notice any bugs. Visuals are very clean and artwork seems good, though I'll leave critique of the reward scenes and subject matter to the target audience.