Don't be afraid to be too harsh. I know that this game has a lot of issues and it's hard for me as a developer to see each issue on my own. Having critical comments help me to identify these and hopefully make it better (which doesn't mean that I will implement each comment straight away).
I also had the feeling of "always" moving backwards, the game lacks some mechanics that "rewards" not to. A shield is a very good idea to at least stay at a certain distance and maybe a shield-bash (block + dash into enemies) could be something to get closer to enemies. Also I have planned to allow the player to customize his style of playing (e.g. play more aggressive, passive, melee, ranged, one-handed, two-handes, shield, magic) with certain game modifiers (e.g. the regain-system like Bloodborne or mana refresh when blocking attacks or increasing damage for sucessfull attacks in a row). A player will be allowed to choose like 4 modifiers by equipping certain items that he be can found in the game. I hope that the game will feel more unique to each player with that system.
The idea of different "move"-modes is nice. One in which you can't attack but move faster (travel-mode) and one in which you have your weapons drawn but move slower (fight-mode). I will put this to my list of stuff that I would like to implement!
With "lisibilité" you probably talk about more (visual / acoustic) feeback from the game to be able to know when to attack and when the enemy attacks. I tried this most of the time in the game (e.g. zombies make a sound when raising their arms and holding it there for some time before attacking), but it's true that it can be clearer. Especially for other enemies that only have visual cues.
Thank you for your time writing this. :)