respawning immediately back into the bossfight sucks for a metroidvania. i wan to be able to back out and explore more, especially for what seems to be the final boss where you're thrown into it with no warning.
i didn't actually bother beating said boss. i don't tend to be a huge fan of parry based combat in general and this didn't prove an exception. it seems to be decently competent for what it is and other people certainly seem to like it based on these comments, so i think it's probably more my personal taste than the game's fault, but i just don't find it all that satisfying.
one concrete gripe i did have with the parry is that the particles from the parry knife disappearing look a bit like the knife itself still being in your hand, so i had a lot of occasions early on where i pressed the parry button too early and then got hit while it looked like i was still in the parry state, which was really frustrating and made it take much longer for me to figure out the proper parry timing. i wonder if it might feel smoother to have the knife disappear a little bit before the parry window ends to give a bit of buffer, or to only have the particles appear if a parry actually occurs and not whenever the knife disappears.
as far as non-combat gameplay goes the jump feels extremely awkward - having a force continually applied as long as you hold the button makes it feel more like they're hovering or wearing a jetpack than like they're actually jumping, even though the visuals and level design all clearly treat it like a standard jump. i'd assumed while playing that this was an amateurish attempt at implementing a variable height jump, but glancing at your profile you seem to have made other platformers with more traditional variable jumps before, so i'm really not sure what the intention here is. whatever it is, it doesn't seem like it's being communicated to the player very well, and the jump mostly just felt really bad to use.
visually the minimalist aesthetic is neat, and everything looks very juicy and polished. i also enjoyed the little npc sidequests, even if all the ones i found didn't really involve anything beyond normal exploration. i see mentions of a puzzle in the comments, but i didn't find it before getting locked into the final boss, which is a big reason why i'm so frustrated by how the respawn mechanic works as i'm significantly more interested in finding that puzzle than in the bossfight.