Racking up combo was kind of satisfying, the penalty for getting hit forcing you to get really aggressive with dealing hits as your means of attacking gets shorter and shorter range was a rather engaging concept and created real risk and tension.
The parry also felt pretty good to use, though some cool effect/feedback on parrying bullets would be nice
Hitboxes were extremely strange and the character felt too hard to control for the kind of precise dodging that was occasionally required. The fact that the character had no way to move one way while facing another made the controls kind of annoying.
Was not much a fan of the music but it was fairly competent.
The bullet hell patterning was not the most engaging, it's basically only one type of pattern and there's no contact feedback visually or sound-wise on the player getting hit, making it hard to tell what happened on initial plays, especially with how vaguely the failure condition is implemented.