There's a solid framework here to build on, and I look forward to seeing how this develops.
I'm mainly commenting to point out one somewhat frustrating issue relating to classes/leveling as it exists in the current demo:
(TL;DR: please rework class stat bonuses/exp/leveling, current system incentivizes unfun class switching micromanagement and can easily lead to bad feeling situations)
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When your defeat something, your character gains class-specific AP (based on your current class) for unlocking class skills.
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Your character also gains experience and levels up, independent of the class system; if you're a level 14 Wanderer, and switch classes to Chef, you're now a level 14 Chef.
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However, when you gain enough experience to level up, you gain stat bonuses based on whatever class you happen to be at that specific moment.
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This leads to micromanagey annoying situations where you'll want to switch to "Class A" to grind AP for its class unlocks, but want to switch back to a favored "Class B" when you get close to leveling, to take advantage of its preferred (or outright superior) level-up stat bonus.
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Worse was a situation I actually ran into: I killed a boss, and it gave me 250 XP and hint I should try to fight it again with a different class. I was 1500 XP from leveling, so I switched to fisherman (a class that gives ZERO stat bonuses) and fought it again. Unfortunately because that was the "correct class," this time it gave 1800 XP, more than enough to level up, completely wasting that level up. I would've savescummed, edited my save, or quit had this not been the end of the demo content.
I'm not sure how you want to do it, but please consider reworking the system to avoid this. You could do it by having separate levels/experience for each class (having the stat bonuses persist when changing class). Or you could instead do it by having each class have a proficiency/affinity that raises as you gain experience while that class, and reward stats based on proficiency% multiplied by your current level. Or you could instead just, when changing your class, reset your current "stat bonuses from level" to be as if you leveled 0 to currentlevel with the new class (so switching to chef would set all your stat bonuses to 0, switching to thief would set your AGI to 4 * currentlevel, etc). Lots of ways you could tackle it, and I'm sure you'll find a good solution; rest of the game shows a lot of competency, just want to bring this to your attention.