So this is really interesting take on a vampire survivors-esque type game, and I think it could easily be expanded on in a bigger game, but I think if the player is going to play a more proactive role in the combat instead of it being automatic it should give more feedback FX like; screen-shake when you get hit, enemies getting knocked back, and enemies leaving particles when they perish. I like the animations you used and they do convey timing, but it is still hard to judge when to parry without memorization. If you update the game I would adjust the timing of the frames so that they give very obvious and slow "anticipation" so it is clear when to press the button: One way to do this without adding frames of animation is going into the animation player and stretching the "anticipation" frame to play for a long period, and also changing the color of the sprite during this frame so the exact moment before the attack hits the player knows when to press parry. Still very cool, and you made this very quickly too!