I don't know how I would be able to fit all this into the feedback form, but these are my thoughts on the different elements in the demo and some suggestions for improvements.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
***Durability*** (Very Bad) - The biggest and more immediate issue I have with the demo is how durability is just too punishing. With starting players who are more than likely to be dying a lot in the beginning durability is a constant source of annoyance because there isn't a reliable supply of repair materials and it's quite possible for new players to literally run out of weapons before they could get any replacements or repair items. Given the brutal difficulty of the game and how it demands the player to learn most of it's mechanics to get good at the game, it's not unusual to find some players who would stay and practice in the starting area before exploring more of the world.
At the same time, durability just isn't fun to deal with- even for players who have a better understanding of the game and doesn't die as often. There are already enough incentives to be switching out weapons constantly without needing to include a durability penalty.
A few suggestions I feel could be taken to improve the situation, either:
1) The most ideal solution is to have shrines fix a weapon's durability every time you rest at it. Whetstones and glue could be reserved for equipment that are completely broken.
2) Second best, allow the purchase of Whetstone and glue from a shop at the shrine. This would ensure at least a constant supply of repair items.
3) If nothing else, at least decrease the damage to durability by half and therefore increase the longevity of the equipment by double. As it stands weapons get damaged too easily especially if players are expected to die a lot.
Ki Gauge (Good) - The Ki Gauge is fantastic. The active recovery system adds a new dimension to the combat. And while a depleted gauge is punishing I do not think it's unfair. Especially since the enemies follow by the same rules.
Stances (Good) - The stances add great depth to the combat and should be improved upon further to encourage using all three stances.
Weapons (Okay) - More weapon classes should be added, my suggestion would be a dual wield dagger/short sword/sai weapon classes. Archery and Unarmed/Fist would benefit from having their own skill tree. The more weapon varieties the better.
Ninjutsu/Omnyouji/Items quick select (Needs improving) - I'm lumping all of these into one section. Ninjutsu and Omnyouji magic are great additional to the arsenal and I hope to see more varieties, but they're limited by the item quick select. Because one of the slots have to be dedicated to the healing item, it leaves only 2 slots to use for either Ninjutsu, Omnyouji, or any other status cures. This would severely limit the potential of both set of abilities. It would encourage a lot more build variety if both Ninjutsu and Omnyouji were allow to play a greater role in utility.
This can be achieved simply by adding more slots to the quick select... Maybe including it under the gesture menu by pressing [Option] ?
Guardian Spirit (Not Sure) - I've mostly used the Guardian Spirits as an additional passive buff mostly because of the mentality of saving it for a rainy day, but ends up never using it, or wasting it. Perhaps something could be done to encourage it's activation?
Enemies (Not Sure) - Enemies are a bit too difficult in the beginning for new players, in the later areas they're fine. Perhaps some leniency could be shown for the starting area?
Lock-on (Fine-ish) - It takes a while to get used to but I finally understood by the lock-on is the way it is in this game. That said, perhaps an option to allow players to face lock to the enemies can be added in the settings?