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A general tip is that besides bosses and mini-bosses, pretty much all enemies can either be killed in one hit or can be stun-locked indefinitely. Some enemies are more difficult to deal with than for others, for sure, but there is nothing "spending the time to learn the enemy patterns" cannot fix!
... Oh, and I would recommend reading the combat guide, but I wrote it and I know that unfinished guide is not doing justice of the game's amazing and even creative at times (for me at least) combat system. So I'll just answer questions here for now instead...
Of course, that won't fix all of the problems, but maybe it can make the experience a bit more enjoyable.
Are there more timed jumping puzzles after this, because while it's done a good job drawing me in ... It's not worth the frustration of an attempt at twitch gameplay.
( The main dungeon in the 3rd region (Daea) has a few platforming challenges, but those aren't too difficult. )
I too am puzzled why a platforming challenge this precise exists so early in the game. I suspect the dev probably left this in mainly because it's also in the early demo a few years ago, where the mechanics were still being tested back then. Maybe he thinks removing this room would be a waste, so he decides to make it optional instead.
You guy's have done a good job of drawing me in just from the beginning and I love how you've paced the tutorials throughout the dungeon; rather than a text blob.
Knowing that it's optional makes it easier to keep going.