This game doesn't quite feel like it's a finished game, just yet. I'm uncertain if the developer understood what kind of combat system they were making.
See, while the greenlight page and the developer's blog both made suggestions that it's a similar breed of game to Devil May Cry or Bayonetta, it really isn't. The gameplay ends up being a balance closer to Ninja Gaiden, where one spends much of their time kiting enemies to leave one vulnerable enough to actually deal some damage. Between the wide area attacks, and large enemies with uncounterable (though not unblockable, as I first thought) attacks, and projectile attacks, almost every enemy in the game encourages the player to stay away as defense. This in of itself isn't a bad thing; it can lead to hit and run tactics, which I had initially tried, only to realize that it's near impossible to do so.
Except, the tools the player has aren't built for kiting, or for hit and run. They're built for dueling. One on one fights against enemies with complex patterns. The parry/counter system is actually fairly well implemented. The player has full ability to defend against melee attacks, and end a batch of them with a counter attack to reverse momentum a bit. It still needs some fine-tuning, because the larger enemies (such as the hammer guys, or the gun-type's melee attack) seem to have the parry window mistimed. No, where the game actually starts to fall apart is the dashing. It's unresponsive, with what feels like a 5-10f startup, it has a limited duration, and because it has a "special attack" associated with it, The player can't use it to reengage with an enemy. Especially since the dash attacks are the only attacks you have that can't be canceled with a parry. What this means is that the attack the player is supposed to be using defensively, to wear down enemy armor, is only useful AFTER the shields are down. The player can't dash in and out of range, because the startup is so long that the player will not have moved out of the way by the time the attack lands, assuming they're dodging from reaction, and not trying to predict when the enemy is going to counterattack. It means that the grenades end up being far more dangerous than they should be with the huge window you have, because the player can't use the only way to escape its range in time.
I have other minor gripes with the combat, such as not being able to parry from the counter animation, which means that seemingly open windows for counter attack are actually just a chance to get wrecked. The player can parry from the parry's cooldown, but it can't parry from the counterattack. The overdrive system doesn't actually require variety. It's VERY easy to max it out using only the normal attacks, which I'd eventually resorted to, for reasons I've already stated. Lastly, the game has some minor issues communicating thus far. I didn't realize the grenadier enemies were different from the first enemies I fought until I saw both in the same fight. They have the same animations, and since both the initial weak enemy and the grenadiers have red heads, they look identical. The only visual difference they have blends into the background. The range of a grenade is illustrated by the red circle that initially appears around it, but when it explodes, the game shows nothing, except the player getting flung away. Only the player is thrown away, I should add. I presume it's an attempt to keep the player from using grenades against the enemies that threw them, except that similar tactics are specifically designed for use against the gun enemies when they appear.
Dragonsix, or Ben L. Grauer, whichever you would prefer: Redo how dashing works, or Rebalance the enemies for the combat system you actually have. Now, I'm far from an expert, and I can't very well crack open the code and see how well the changes I'd make would work in practice, but I do play enough action games to have some sense of what works and what doesn't, and why. Make the dash FAR more responsive by letting the player cancel into it. Maybe not let them immediately cancel out of it, but at the option to at least cancel into the dash would mean that a surprise grenade can be dealt with in time. In fact, you might very well be able to make the window tighter without interfering with the gameplay. Either remove the dash attack, or make its supposed anti-shield properties far more drastic. The player shouldn't have to worry about accidentally doing a dash attack and being unable to parry because of it. Don't punish the player for being risky, punish them for failing to take advantage of near misses. Other reviews have made suggestions of being able to parry the lasers from the gun enemies, and while that sounds pretty awesome, being able to dash in and out of the line of fire sounds far cooler. Take your pick. Tweak the overdrive system so that it actually requires variety, while you're at it.
tl;dr - Either let the player cancel into the dash so that they can take advantage of it in short bursts, or tighten up the parry system. I'd recommend the former, so you aren't wasting the mechanics you have. Tweak your visual designs so they communicate better. This game does NOT feel finished, just yet.