Literally the first thing I did in the game was click the "click here!" button. It didn't work right because you put "linktr.ee/mrdoth" instead of the full address "https://linktr.ee/mrdoth" so it was interpreted as a relative address. I'll admit that leaves an awfully bad first impression for the quality of your code.
The tutorial is lacking. It doesn't teach you basic things like blocking and doesn't provide any sort of repetition or reinforcement to make sure you understand important things like dashing.
The first boss is unremarkable. The idea of switching between melee and ranged weapons to mirror yours is interesting at least. But the extreme delay between attacks conflicts with the vibe I get that this is supposed to be a game where you attack while bosses are attacking. And the sword slam with all the projectiles is disproportionately hard to avoid compared to all his other attacks.
For a game supposedly focused on combat, it's devoid of regular enemies. Apart from the room of useless spiders in the dungeon. Regular enemies and minibosses are immensely underappreciated in the genre. They keep you on your toes, fill out otherwise empty areas, and let you get a feel for the systems and your weapons.
The dungeon's "platforming", if you can call it that, is awful due to the invariable length of your dash. Falling off puts you back to the beginning. Falling off multiple times consecutively due to the janky collision will result in you teleporting back multiple times.
Overall, this game gives off the strong impression of someone who did a bunch of things he thought was cool instead of thinking about why makes those things contribute to the experience. Dark Souls is cool, so you talk up the "brutal boss battles" and do that things with the area names but the areas are devoid of enemies, or, well, anything, I mean, if you're going to have the areas be so completely nothing, you might as toss out the overworld and make it menu-based instead. Limited color palettes are cool, so you made everything grey, black and red, but what they represent isn't consistent and you also have so many particle effects that visual clarity suffers. Screen shake isn't cool and I have no idea why you put it in and made it so excessive even for basic attacks. Teleporting back to the hub after finishing a dungeon or finding some secret is cool, but you made it automatic and unexplained instead of like putting in a teleporter for you to step into, so it's annoying if you want to continue exploring, and confusing regardless.
And, the last straw, it seems the game saved while I was in combat and two hit points down and had a line of bullets shooting at me, so since I can't beat this boss (the nito claw guy two to the north) I am actually softlocked.