Very good art direction, character/monster designs are excellent, top-tier atmosphere and environmental art, however, some animations seem stiff (walking and H, mostly).
Good gameplay foundation, though it could use a bit more in the way of offensive options: charge attacks, jump attacks, slide attacks, follow-ups to parries and rolls, etc. The parry should probably be less forgiving timing-wise. In exchange, it could be faster/more explosive while staggering other enemies besides the target which gets knocked down. You might also want to add some kind of stamina system.
H-wise, animations seem stiff/perfunctory, here's a short list of games that I think are good examples of animations:
- Night of Revenge by D-Lis (DLSite RJ405582), top-tier multi-stage animations, quite possibly the best all-around.
- Hidden Realm of the Enchantress by TFANCS (Steam/Itch), single loop, amazingly fluid/juicy animation.
- Troglofauna by White Dog Studios (@KhangBakaPixel on X/twitter), multiple stages, very simple graphical style, fluid multi-stage animations with varying poses and great sound direction.
- Warrior Girl by KooooN Soft (DLSite RJ253103), excellent multi-stage animations, monotonous sound though.
- Ecchi & Craft by Azcat/Dr Vermillion (DLSite RJ434109), multi-stage animations with good sound direction.
- Seal of Luterllaria by uzuraZanac (DLSite RJ01042384), multi-stage animations.
If I had to point out specific aspects of a good H-animation:
- How many different parts of the characters are affected by movements/physics/touch.
- Reactivity: moans, jiggling, deformation, twitching and particle effects.
- Multiple stages with variations in pose, rhythm and sound.
- Good sound direction, variation in moans, smacks, grunts, etc.
I hope this is helpful.