Some things I noticed while playing this:
Hornet's jump is super floaty and is very hard to tell if she'll do a either of her jump attacks.
The healing has a long duration with no feedback, making me second guess if I was pressing the right button multiple times during the fight
The feedback from hitting hornet with the nail was very beneficial for me to figure out if my attacks were landing. I wish a similar effect would be able to happen with the soul attacks.
During the fight I felt more reliant to space myself away in between attacks and never felt the need to jump. It instead leads me to getting attacked by more of Hornet's aerial attacks and greatly reduces my dodging options as horizontal movement gets heavily reduced.
While the environment was very pleasing to look at, getting squashed by hornet while pinned to the corpse was indeed, not a fun experience.
Seems like a pretty fun experience, with many ideas that could be introduced. Definitely has my interest :)