In all honesty, I'd give this two stars if this wasn't a demo. Since it is and I'd *really* love to see this improve, I'm going to be a little mean - all from a place of love.
First off, I love the concept. I'm a sucker for roguelike-likes, and the fact that it's a sidescroller is enough to get me to click. I think the aesthetic, while not personally my taste, is neat - everything is consistent, and I appreciate the contrast in muted and bright colors to signify what's tangible and what's just a part of a background. You already have a good variety of enemies and generated areas, too. I was a big fan of having to dodge both ninjas and wizards, and making a calculated decision on who to attack first.
However, there's still a LOT of stuff that I want to see worked out.
The walking is incredibly floaty. It goes beyond something like Dark Souls, where the continued walking cycle makes sense, and it makes me feel like I'm on ice. That also made the ramps uncomfortable; when I went down a ramp, I felt like I was going to tumble and slide off at any second, and when I went up, there was no traction to make me feel like I was actually climbing uphill. I'd like to see my character react to ramps like a human would.
The mushroom enemies, I don't like them. They're too... nothing. Maybe if there were more enemies surrounding them and I had to precariously maneuver through them if they were in large groups, but as it is now, they just sort of sit there and act like free money.
I see you did fix the gravity since yesterday, which is nice. The fact that I came back in the first place is a good sign for your game.
I don't think you really communicated the fact that you can jump on enemies' heads. I anxiously sat at the edge of a cliff for a solid for a solid minute before I went ahead and jumped on the little pinwheel enemy (which is adorable, I might add).
I think the game could be a little tougher. That might also simply be due to it being a demo, and you want to show off what you have to offer. In all honesty, the only real challenge was avoiding cliffs due to ramps. When I think roguelike, I think unbridled fury. I want to scream at my computer, swear off this game forever, and then go back to it after fifteen minutes.
My biggest complaint: what benefit is there in rolling? Dodging enemies felt like a fruitless endeavor. I could just as easily jump over the wizards' magic, or just hit the ninja before it came at me. I did see you added an item that could give rolling some use, but I don't like the idea that it's constrained to a powerup. Maybe with more enemies and more confined spaces, rolling would be more useful, but it didn't add much to this demo.
Overall, I still enjoy the product for what it is. If a lot of the major issues are worked out, I could really see this turn into something nice. I'll be watching out for it, and I'll be certain to give it a "yes" on Steam Greenlight. You have a lot of potential, and I really want to see this turn into something great (and frustrating). Seriously, please keep working on it. I'm rooting for you one hundred percent of the way.