I like this game, the combat and inventory systems work well and I had fun playing with them. One issue is the cowgirl and her ropes. With the speed and pacing of this game, a lot of the balancing/combat was made around that. Her rope attack that hit the player slowed them down like many other enemy's attacks, unlike them they permanently hobble the player until they go into the inventory system to remove them. An inventory that causes the player to stop moving entirely while being chased by fast enemies, promptly knocking them out of said inventory before they can swap their weapons/armor back on. Eventually devolving into a loop of getting roped and rushed down by multiple enemies since you can't unequip the ropes and run in the grace period window.
I'd recommend one of three different reworks to that enemy in particular. One is, to make the player able to struggle out of the ropes mid-combat or during scenes through a QTE.
Two is just making the ropes a temporary slowdown like other abilities.
And three being treating the rope more like a rope. Whereupon getting hit by the rope it pulls the enemies toward the cowgirl, or the rope acts like a tether. Keeping the player stuck in a certain radius around the cowgirl. Set either by how far away the character was from the cowgirl at the time of the hit or a preset distance.
Besides all that I'd suggest that you make variances in the enemy walk speed. Not just for gameplay purposes, but because it'd make more sense. There's no way a witch would be able to run as fast as a cowgirl or the redheaded enemy that dives at you. She could, however, teleport distances to catch a player out.
I like this games h content and art style, keep up the good work!