Alright, I just got through the demo, here's some of my first impressions:
The first thing that stuck out for me was the voice acting. I liked the dialogue between the characters, it brought the character's personalities to life. Hearing all the characters in battle was cool too, despite some occasionally borderline corny one-liners. The music in general was nice, although the enemy "!" noise and the glass breaking before every battle were both slightly jarring. I won't say too much on the mapping, as I don't think it was the focus of the demo, but there's room for improvement. The mapping itself seemed generic and slightly bland. Not saying it was terrible, but didn't hold any true wow factor.
Now onto the biggest thing, the battle system. It still seems a little rough around the edges, but I can see a lot of potential here. One thing you may want to reconsider is including a tutorial of sorts. I'm not sure how far along the game the demo is taking place, but when I got into my first battle, I wasn't sure who I was controlling, what any of my skills did, or if I was supposed to be switching between characters. I might suggest having Narie in a battle by herself in the beginning of the game, then introduce the other characters and her skills as the player progresses.
As coyotecraft already mentioned, the biggest problem is there's no way to tell when Narie is out of stamina and isn't able to attack anymore. I'd either look into removing the idea of stamina completely, or show the player some kind of visual clue as to when they're able to attack. If you decide to go with a stamina bar, instead of preventing the player from attacking, you could use the bar's current level to determine how much damage the attack is dealing. So for example, the bar could go from green to yellow to red, which would yield high, medium, and low strength attacks respectfully. Just tossing out ideas of course, just food for thought.
My second biggest complaint might be the fact that the battles themselves just weren't that interesting. I can appreciate the active battle system, and seeing the NPC's in your party fighting along side you was really cool, so kudos in regards to that. However, the enemies themselves all behaved pretty much the same: they showed no intelligence other than to move very slowly toward you and attack. No different attacks or movement patterns from what I could tell, which is a real shame considering how well the NPC's seem to behave in comparison. It's also worth mentioning I never used defend once, in any of the battles I encountered. I also didn't even have to heal myself, the AI kept healing me whenever I came anywhere close to dying, which meant none of the battles proved to be any more than a space bar mash fest. Even worse, the battles yielded no sense in accomplishment. At the end of combat, you could have a battle results screen show above the characters when they're doing their victory poses. I know you said no one levels in the demo, but give the player some sense of accomplishment. Show the player they got experience, slime goo, gold...anything for their efforts.
Just a heads up, I had to play through twice. The first time through I got a bug, after I got into the cave and the slime dropped from the ceiling behind me.
To end on a positive note, I feel like what you guys have done so far is great, and I'm looking forward to continue watching this project develop. I hope the feedback I left was helpful, I'll certainly be checking back for future demos.