Now there is a... staggering amount of things wrong about the way they are handling this. *Puts on grumpy hat*
Like, for the trailer, Unabara made a new Youtube account different from his old "unabara iruka" one. still called "Unabara Iruka". If you want to be more formal, wouldn't it make more sense to name the account after your group, not yourself?
Then he set the trailer to "unlisted", making it unsearchable and can only be viewed through a URL link. That's exactly the reverse of what a trailer is supposed to do! Of course it's also just called "th145 ps4", so it's not that likely to come up in searches anyway.
On to the game itself, as shown by the trailer and the screenshots. The screenshots' EXIF info gives away that they were captured on May 6. The trailer can only be made using the same or an earlier build.
In the trailer, the stage backgrounds are in the low-quality mode, using only single 2D images. This indicates they either haven't optimized the engine well enough to run 3D backgrounds smoothly, or have visual bugs with the backgrounds. This doesn't matter in itself as they would definitely optimize their engine in time, but does indicate how early their development is. Unless they could somehow forgot to turn high-quality backgrounds on for the trailer.
The screenshots are in 1080p, but the game's UI assets are still the same 720p ones, now stretched. Of course the already super low-res moon image stays the same. Again, these can be replaced in time, and the question is whether they are actually going to do it.
The UI being the same as PC version means much of the text is too small. Because console games are played on televisions, console makers used to have very rigid standards regarding their UI: all text must be sufficiently large to be readable from your couch, and developers can't put UI at the edges of the screen due to the CRT's overscan cutting off the edges. Now with everyone using HD TV, these standards have been laxed, and many developers just snuck PC-style tiny text in games, not caring whether players can actually make them out. Still, compared to the pro fighting game developers, this UI is immediately recognizable as a PC UI, made by people without any console or arcade development experience.
Oh, they still aren't doing the 3D programming properly (see the light rays in 160509e.jpg), but we are used to that now.
Also, they changed the font used on spell card names from MS Gothic (native to Windows systems) to the free Noto Sans (already the main UI font of the game). Obviously, this is a legally required change, and should have been in the first PC release to begin with.