thank you for the feedback. the player obstructing the view is definitely an issue thats a bit tricky, i try to minimize the sideways rotation of the camera since then you get a bit of a disconnect between the player movement direction and the analog stick direction. if i just zoom out the camera i kind of loose that cinematic feeling.
also 100% agree on the parry, it feels not very rewarding right now, but i am working on implementing a better one that will also disrupt the enemy attack chain. and the attack cancel is also on the todo list x)
good luck with your project as well!