I appreciate the feedback. Despite whatever I implement when the player fails, it always recieves criticism, so I've just let you jump back into things. I've had people complain about a 2 room runback, and even complain about the fact that the boss's HP goes back to full. I'm not really sure what people want. Maybe it depends on the game?
As for the parry, I do understand your criticism on the fact that the particles look like the sword right after the parry deactivates, though I do think the parry window is already extremely generous.
The jump, however, is where I dont really understand the complaint. What about it feels awkward? In my experience it feels significantly more awkward to be holding the jump button only to have nothing meaningful happen. In fact, my other game's jumps feel far worse to use for me. It could be preferential, but even if you feel like the jump acts more as a hover, what exactly makes that so horrible? Is it just the expectation of a jump more similar to my other games, or is there actually something wrong with it? Additionally, the jump was more "traditional" earlier in development, but it felt absolutely unfair when an enemy was attacking underneath a jumping player and instead of the player being able to stay above and avoid taking damage, they took damage as a result of the jump being shorter.
Finally, I'm sorry you missed out on a few secrets! If I could have, I would have made it much more clear that the hidden button sends the player into the final fight, but it slipped my mind.
I hope that the issues you've listed didn't affect your experience with the game too badly, and I'll make sure to keep your feedback in mind when developing my next game.