It feels like cheating to use my RMB ability to boost my speed but remain on the ground to make it not drain energy. The attack felt very heavy and like it killed a lot of momentum which seemed antithetical to the identity of the character. I'm not a fan of the exploding enemies. I don't mind them here and there, but you never get to experience charging anything and getting in to some fast paced close ranged combat. It feels like such a great system to just dive in without thinking and revel in the chaos of combat but the way it is now you have to be cautions and meticulous about the approach. It's like speed is your greatest strength but get punished for using it.
Of course not everyone will feel the same and this is just my opinion. I'm super critical of these things because I actually think this game could be really awesome. The game's mechanics felt reminiscent of the levels in sonic3 where you got to fly through levels on spinning tops. Absolutely the most interesting character I've come across so far. I'm ready to see how the story develops and how this world gets built. It's not easy working within the time constraints and sound effects were missing, but It was a good choice to at least get the music in. The haunting vibes through the level gave the heavy boss-fight riff more impact. I say riff because a 10second non-looping loop can get a bit repetitive but it was probably the best choice to convey what the overall vision is. That vision is epic. Fantastic job.