I am rather pleased with the Dracula Boss fight shown in the demo, however, I have a few criticisms.
I strongly dislike the scoring system.
One thing I noticed is that even though I defeated Dracula in 2 and a half minutes without taking a single hit (Both of these earned me perfect scores in the damage and time department at the end of the fight), I only received a C rank because I used so many hearts (Which, by the way, if you don't grind for hearts before the dracula fight, your score will be hindered anyway... so the scoring system makes you do pointless, uninteresting grinding).
To remedy this, I attempted to go into the fight with 99 hearts, but only use 9 of those hearts (The scoring system for hearts maxs at 90, implying that 90 hearts is the minimum for a perfect score in the hearts section of the end-level scoring thingy), however, because Dracula's health depletes so slow without the assistance of item crashes and sub weapons, my time took a hit and I got a C rank again.
It seems to me that the system is counter intuitive, since it discourages you from using sub weapons and item crashes, which reduces you to the boring method of whipping Dracula over and over again to kill him. Thus, strategy is limited.
I don't like how it works. Item crashes and sub weapons help make Ricther's gameplay more interesting, yet the system discourages us from fully utilizing it. I suggest removing hearts from the scoring system entirely, and instead make the time score more strict so that it encourages us to strategically use item crashes and sub weapons to get a good time.
I timed the battle and realized that grinding to get 99 hearts and fighting dracula actually takes LESS time than defeating dracula with the immediately available 40 hearts. Something seems wrong about that.
Aside from the scoring system, I also noticed that Dracula CV3 fire pillar move is slightly broken. If you haven't memorized the exact order of Dracula's attacks, and are positioned at the edge of the screen, you'll get hit by one of the pillars, meaning the move is slightly trial-and-error-esque. If you aren't positioned at the edge, but are still close to it, you'll be squeezed in between the two generated fire pillars and have to use the super jump to escape before the third pillar appears... and since the super jump requires full MP, that means the attack is impossible to dodge under certain circumstances. Additionally, I noticed Richter's collision box extends horizontally when he swings his whip, meaning I could avoid damage if I'm just baaarely touching the fire pillar if I don't attack, but the moment I do attack, I will get hit. I can understand why you gave Richter that horizontal extension in his collision, since it makes sense physically, but sometimes I can't help but feel cheated when I get hit under those circumstances, especially since the collision extends before Richter fully stretches his arm forward. It's a minor nitpick, perhaps not big enough to influence you to change this, but I would certainly be pleased if you did.
I have a few more criticisms, but I suspect they are towards intentional design decisions, so I'll avoid complaining about how, for example, Dracula's Second Form's lightning wave attack requires near-perfect precision to dodge (I'm still able to avoid it consistently, but it still seems a bit too precise. This is coming from someone who has beaten levels in Super Kaizo Mario World without savestates, mind you).
Overall, the product looks good and I do hope my feedback is helpful. Until next time.