the look if good, FX are fine. the feel and the combo chaining works well for this type of game.
I finished it in 8 minutes or so.
any chance we could even have a top-down camera? or maybe have a follow-camera. the extra actions needed to refocus the camera are overhead that might cheapen an otherwise action packed experience. maybe this works better with a gamepad, but even dark souls had some sort of follow camera to aid in visualization.
also, camera related: you have the freedom to make the whole thing a top-down or DKS-like camera. I would go for full camera freedom but with smarter follow algorithm.
for the Execute animation, I would also change the camera from bottom view to a tweened camera movement (a zoom in, not instant) and showcase both the player and the enemies in the vicinity. gameplay should not stop, but it should be slowed down while the animation playing (sort of like Fallout's selection of where to hit or Red Ded Redemption's Dead Eye. The effect will be a lot better because you're not showing like you're stopping the world around you, rather you're faster than them.
Question: i see we're collecting XP. What do i do with it? a simple, minimal upgrade tree would have added a full plane for players to explore.
Good job directing the agents with your vision, otherwise.
