Hmmm, this is a tough one for me!
As a fan of boss-rush games and Wizard of Legend, I really like what they game is going for! The bosses are fantastically diverse with all sorts of interesting patterns that go beyond just different bullets, such as the one that gives you a cup memory game to solve during the fight. Setting up a spell loadout is very tactical, and the automated cycling of spells is an interesting extra bit of spice to the already chaotic gameplay. It's very promising stuff!
Unfortunately, as good as the game sounds on paper, actually playing it was difficult to do as the game just had a very rough and unpolished feel to it that got in the way of my enjoyment:
For one, there was a lot of design issues I had like how character sprites are so tiny and the backgrounds can be so visually dense and colorful to the point where the visual clarity is severely damaged and I lose track of where I am so easily. There are other aspects like how the roll feels rather vague and unsatisfying, with damage feedback also suffering a similar issue where at times I wasn't sure why or how I died, or if I was even hitting the boss or not.
More so than that, though, there were a lot of technical issues too. Just weird glitches like the spell book always describing a saw spell that I don't have when I first open it up, the crosshair being under the HUD elements instead of above them, getting hit after I'm already dead, always entering a room in a dying pose, and so on. None of them were exactly game-breaking, sure, but with so many oddities, it just kind of eroded my trust in the game and whether it was going to function properly. It felt like I was crossing a rickety bridge that'd snap at any moment!
You have my sympathies because I imagine a lot of the nitpicks I have come from the game jam deadlines: it's impressive you were already to get so much done during that timeframe! It's absolutely a game I want to love, but it's just a bit uncomfortable to swallow! I'll try and give it another go at some point.