Overall - I feel like its my favorite, to be honest. The very good core is here, what the game really needs is an interesting level design to back it up with exploration and optional rewards
Feedback
1. The lighting kills nice visuals a bit. I often struggle with connecting to the top-down perspective and this one is similar (though I really like the artstyle
2. The combat feels great and packs a punch. But I've had a problem with my first attack knocking back enemies which led to my inability to continue the combo. The shielding also is in need of more feedback both vfx and in terms of sound
3. The character lacks range a bit, which leads to some frustrating moments, where you think you can hit an enemy, but in reality - you dont
4. Enemies being able to attack one another is great (even if unintentional) idea. In big fights it really helped me to align enemies so they started punching each other. Tho, it trivialized fights with a big guys (for example, big ladybug and its cohort)
5. I always wanted to use E ability, as it was presented in the UI as a signature move, but its usage was limited to a specific moments
6. The totem (model+vfx+animation+sound) is great. The point that you do not auto-heal when activate one is a bit counter-intuitive
Bugs
1. After cleansing one of the enemies mid-combat, the music changed to a peaceful bit for a time, which killed the vibe of the combat a bit