You have dense crowds of enemies, but only a couple of spells that are any good against groups. The fireball and its upgrades are pretty unbalanced because of this. Maybe giving the other main attack spells AoE effects (cold beam that strikes everything in a narrow line to the end of the screen, for example) could balance this. You could also add more spells that function as crowd control instead of dealing damage, such as summoning walls of fire or ice to direct the slow of enemies to certain choke points.
And as a fun thought; make the final Divine spell require the player to spend every single point in the Divine tree to unlock the ability to kill any enemy instantly. A reward for real devotion!
Next step - Unlimited mode, with an endless stream of random platforms and people needing rescuing. Each rescue increases difficulty, catch on to a copter to drop off your current chain of rescues and cash them in for points.
The characters take up way too much space on the screen for the platform navigation or the gun battles to be interesting. It's like everyone is horribly near-sighted and waving pistols in the air.
All of the tedium of an MMO, none of the interactivity and involvement. This game is made for people who can't tell between fun and manufactured obligation.
This is the core of every zombie apocalypse fantasy ever; the poor people want to see al of the rich people and their five digit incomes perish horribly.
Actually, this is kind of awful. It really seems important to stand on top of things to make a defensive position, but the game is inconsistent with whether or not you can interact with things in the background.
There really ought to be a distinction between 'platformer' and 'ass-hole platformer' I keep finding these 'I want to be the Guy' knock-offs that stop being fun once you figure out the trick the developer is pulling.