Nice entry!
The world persistence with all the corpses laying around the level is done well.
It's a bit hard to see things with all the camera distortion, bloom and screenshake going on. In my opinion, a lot of juicy feedback is done on such common actions, that it looses it's impact really quickly, like the screenshake on shooting an arrow. I'd rather have a small amount of screenshake when I hit something with the arrow, than having a lot of it with every single arrow shot.
When the enemy does a lounge attack, it doesn't have any windup time, so it's a matter of luck or spamming the dodge to avoid it. The dodging also lacks a bit in effects and feedback.
Charging the arrow could've had more mechanics and feedback, like a flash or a sound effect when the shot is fully charged, maybe even having the arrow deal more damage if it's shot quickly after full charge is reached.