Thanks for playing, and thank you for the feedback!! I really appreciate it!
100000000% agree with you on the hitstun stuff, alongside the fact that the player has nearly 0 forward movement in all of her non-discharge attacks, it is no doubt the part of this game that ticks me off the most. I originally intended to add some kind of invul knockdown system but that meant a whole new suite of animations and states for the player and I was already kind of dying by the end so it unfortunately didn't make it.. You can bet your sweet bippy that I'll address that problem though!!!
And yeah, the way those things are telegraphed is a bit lackluster. All of those attacks are meant to be a kind of "check" on your parry skills. They're meant to be parried in the same rhythm as the sounds that precede it (for example, the first boss will spawn 4 wind balls one quarter note away from each other while making a sound, and thus you'd have to parry them by hitting the parry button in the same manner as those sounds 4 times). The second boss' blue katawaguruma summon will do the same, before it starts shooting at you it will kind of make sounds at half note intervals from each other, and the parry rhythm for it is the same exact thing. It has 3 flames that light up alongside the sounds it produces, so it only throws out 3 lasers, etc. I totally get how unclear this was though. We've been talking about adding more SFX for boss attacks and whatnot. On top of everything else, the existing sounds these things produce sort of drown due to the music so they're difficult to look out for. Lots of things to iterate on and test here in the future.
Thank you again!!