Realizing that every icon except the left square is a spell alignment, there probably won't be an item hotbar, so traditional throwable items are most likely just going to be spells, considering how much of an annoyance it would be to constantly go into your menu for an item like RE4 or something.
One of the items placed was a ~10s consumable that added fire damage to your weapon, but was more of an aura, makes sense from a design perspective (I'm guessing the weapons are more like Shanoa's glyphs rather than physical items). It was pretty cool to use
By the way, that ring that doubles(?) your stats is ridiculously powerful, the animation slowdown doesn't apply to jump attacks so the default sword is really powerful, doesn't help that the red sword doesn't have any jump attacks and scaling bonus isn't applied yet, but it's cool that you can see the scaling multipliers rather than using a bullshit arbitrary D/C/B/A/S system. It also applies to ripostes too. There was some letter rating on the weapon information, but not sure what it meant, maybe it's a rating of stagger value? Continuously queuing lightning spells is really good too since you get double MP if you're in a position where you just need to dish out damage without moving.
For some reason you can riposte loop the boss after parrying it once, guessing it's a new bug because I don't remember that in ver0.05.
That city background is gorgeous though, you'd think it'd be a midgame or endgame area.
Overall, the game still feels pretty easy given its inspirations, but that will definitely change. Base stamina is really high and recovers super fast, and there are a lot of ways to avoid damage, but I'm sure D-lis will really be able to put in some dickish level design (which I say out of fondness because they obviously really love Bloodborne and DS)