Hah I think I could have saved myself a decent bit of frustration if I'd read the instructions before playing. I really liked the art direction and the sound, but the gameplay confused me a fair amount.
I think a big part of it came down to the controls - I felt like they were unnecessarily convoluted, and without reading the description I wasn't sure what the purpose of Flying even was. So after dying a few times I settled into a rhythm of blocking and attacking for a few minutes and wondering if I was even doing damage. I wondered if you'd just obfuscated a healthbar or something like that.
Simplifying each of the actions to a few buttons (while keeping the combo inputs) I think would have alleviated a lot of the struggle and made me more likely to experiment, but also I think the action keywords could use adjusting. To a new player, "attack" sounds like the action that would do the most damage, whereas "Fly" sounds like a potential dodge move. It didn't appear as if my attacks were being deflected so I assumed that there just wasn't a hurt animation/flash implemented and that my attacks were still doing minute amounts of damage.
Anyway. I wouldn't write this much text if I didn't think there was something good here that could be built upon. I think the base game is still very good and has a lot of potential depth, it's just been let down by a few minor design problems here and there. It's still very good for a jam game and I really appreciate the innovation and ambition - great job