I think this is unfinished to the point that I don't know what to “review”.
What are your goals with this demo playtest?
Are you looking for feedback? I could write a page of problems, but I wager you likely know about them.
Do you want to get the game in people's minds early? This won't help, there's not much to place the game in the back of your mind or get you hooked.
And what tips regarding design can I offer when the only gameplay is walking out of a room and shooting a few stationary skeletons?
I'm going to rattle off some notes.
– First impression, it's *way* too dark. Even for a dark, horror game, you should have some light somewhere to mark the path or provide contrast. The fires are the only bright thing I found, and they do not provide light. The skybox is pitch-black, too, and no real sky is like that; there's always a bit of light.
Perhaps check the game “Witchfire” which seems a bit similar to yours conceptually, it might give you some inspiration.
– Movement inertia. You're sliding over a wooden floor as if it was ice. It should stop you quickly (check the Physics material assigned to the floor or player).
– Skeleton AI and animations. They are the only enemy I found, and therefore the only example of gameplay. They are happy to be shot from a distance without aggroing on you, they move without animations, and when they start attacking, you *will* get hit no matter how far you stand as they perform the animation (seemingly no hit on impact, rather when they start the animation).
Why am I killing enemies, anyway? A rhetorical question to make you think about the design. Do they block my path forward? Do I get rewards or experience from killing them? Otherwise, wouldn't it be preferable to go around them?
– Jumping something feels weird. Trying to jump onto tall objects often blocks me from moving forward, even though I jump above them (can I change my direction mid-air?).
I started writing examples of missing collisions, minimap feedback, and getting stuck in a table (and the burning cart) I tried to jump on… but really, this is no time for that amount of detail because most things need work to become functional.
Of course, I wish you luck, please don't take it as dismissing the game out of hand. I hope you continue with the project, but at the moment, it still isn't in the state when people would actually be “playing it”, let alone enjoying their time.