The intro is cool, but lacking a fair bit of polish. I don't know how feasible going back to it is at this point but there's quite a few detractors that nobody's pointing out.
Firstly, the middle link in the chain at the start; it's all over the place! If it's not possible to stabilise that, having the camera pan slowly over the chain might take the focus off it, and also have the bonus of leading into the character reveal.
This is probably a point prematurely made, but the fonts used for the titles look a bit bland? Like an afterthought (though I appreciate these might be pending a facelift anyway, I'm not the closest thread-follower
). At any rate, you might want to change the wording of the "A game by" bit; it's rather displeasing clutter (especially that lower-case G, ay), not just 'cos someone playing might very well roll their eyes at being reminded that it is, in fact, a game!
Maybe you can pop the "A game by" text above and in a smaller size than your name. If it's possible, maybe work some of those fancy patterns and things in your HUD into the in- and out-fades for a bit more character.
Characters appear to be sliding slowly across the floor, and could just do with either a tweak to the anim rate or the movement speed.
The 0:31 to 0:43 shot of the fairy(?) lingers for way too long. Apart from the long pause being jarring in a general sense, it really shows up the character's repetitive animation loops, of course to the detriment of dramatic effect.
I didn't actually notice the transition from the blurry effect to none on the first watch, and figured the "flash" effect was that of the monster being struck! If it's there intentionally (that is if youtube didn't have a hand in it <_< ) then can I suggest it stays throughout? It's a very nice effect, and it's much missed when it disappears
When the monster is killed, both skeleton-dudes animate exactly the same, that is, the one on the left looks in horror at the monster, while the one on the right looks in horror at a tree
Little soulhunter guy looks a bit stiff in his animation, but given that the character is pretty small and his limbs also small, there's little justified in moaning about it. But note that anything where he appears to just slide over something instead of actually grasping, walking, pushing or pulling chips away at the suspension of disbelief.
The sound of the chain scraping is a little out of time with the action (though this again may be a youtube thing).
The skeleton guys are meant to be intimidating, right? But they're kind of unscary in this particular appearance: not up-close or faraway, but sitting at a "comfortable" distance, not obscured by the fog, and also arranged in a straight line with the camera. Maybe try having one of them be a great deal closer, it breaks up the odd symmetry between them and also makes them seem a greater threat.
Again, the camera lingers a bit too long before the fairy speaks. It could also flick from the skeletons to it faster (if they're an oncoming threat, why are we just standing here?)
On repeat viewing I'm now noticing the background to the dialogue pane thing (the "quick, follow me!"). However it's blurry form isn't definite enough a shape to stop the text looking like it's off-center relative to the screen (rather than the intended top-left relative to the dialogue pane). Maybe try substituting the current BG for a solid faded rectangle, or something that at least reaches out to the corners of the pane area so that the text doesn't seem to be just floating out there
Aaand the end of the intro. No complaints there, though... soulhunter doesn't look to be in that much of a hurry
- - -
Everything I've not mentioned is fine and brilliant, and for all my nitpicking (which as far as I can tell may miss the mark entirely
), I look forward to this being a finished product