That's More Like It!
Here at least the ending page gives your games some closure, as opposed to the sudden cut-off after defeating Mammon in 'Issue 2,' although I like how you fixed the appearing-human-whilst-in-Hell-Drive thing by adding the aura, and how the Mauloporter is easier to defeat in 'Issue 2.' The flame-health system also helps to indicate how much more of a beating the monks can take. Sometimes I like having to go after the Red Orbs, but only when the forward roll also counts as a dodge. Since it's not, I'm thankful you took out gathering them in the full game. Based just on this demo, though, I'm still looking toward the adventure-styles, 2 swords, and other gun promised. So I hope you're able to fix the glitches in 'Issue 2.'
Glitches, right. The annoying one was when Anima got stuck in spinning mode against the Mauloporter, otherwise everything looks fine from here.
Being able to update all stats in the main game also helps a great deal so it doesn't feel like beating up a dead horse all the time.