Running Rogue

Running Rogue

Demo Feedback
This is a game with a lot of potential. The idea of a rougelike platformer is one that hasn't been done much if at all. That being said, for a game based around constant movement, the movement is a bit on the slow side and does just enough to get the player from point A to point B. The movement lacks flow, speed and, well, a sense of movement. There's no momentum to the movement and the combat doesn't really do anything with that movement other than dodging attacks. However, dodging isn't all that necessary since enemy attacks do tiny amounts of damage and enemies drop health on kill. There's not really any challenge whatsoever, something which is a core aspect of rougelikes.
My suggestion is to hone in on the movement mechanics first, then build the combat around the movement. Faster, more fluid movement would then result in faster, more fluid combat. I'd also make platforms and pregenerated structures larger and slightly more confined than they currently are so players can really play around with the more momentum-based movement. Otherwise, mechanics like wallrunning, sliding, and dashing feel less like a fun way to move around and more like a situational traversal mechanism. I'd also make sure abilities like blocking and shoving are dual-purposed for combat and movement.