ShReck huh? Fun combat. Getting enemies to walk into water is overpowered.
Wall-hitting is infuriating and much more annoying here than it is in Dark Souls because your weapon covers an area 3-5 times that of your character, depending on your attack. Consider nerfing the weapon's hitbox a bit when it is checked against for that.
I actually like the simplistic graphics for outdoor environments (and their tropical setting) over the soulless Zelda dungeon tileset.
If the stamina capping mechanic was explained in the tutorial I missed it. It's intuitive enough to be fun to notice for yourself, but a strange omission nonetheless. Also, is it really worth it to have that punishment for just running? It forces slow traversal and yet is lenient enough that it adds very little consideration during combat.
Auto-restock does not restore your bars, and although that makes lore sense, do you intend to do anything with the time mechanic that would preclude it?
The arrow pointing towards the vaguely lava-looking tiles made me think it was OK to walk into them. Then the progression path was to go in the opposite direction they were pointing which was a bit weird.
The enemy health bars are hard to read, as their dark red barely stands out with the adjacent bright green and especially against their own slightly darker max hp bar. Consider making them brighter or larger.
I thought the day/night cycle icon was a quest marker for a while.
Walking through long stretches of water is boring. Let us tap a button to swim faster or something.
I got stuck at a room with two doors and two eyes I couldn't interact with and went looking elsewhere, but couldn't find anything other than that one trap room.