Nice to see work continue on this game, but my review is mostly the same as it was before, albeit maybe a bit more positive.
I certainly do enjoy what the game is going for: the dark, brooding atmosphere is very mysterious and intriguing, the bosses are challenging and have all sorts of crazy patterns to contend with, combat is cool with a nice layer of strategy due to a back-and-forth between melee and ranged to manage energy, and so on. It's also got some nice touches like collectable lore and subtle effects like the way your character explodes when you're out of energy to help signal that you're out. it's basically a nice boss rush game, reminiscient of Titan Souls, Shadow of the Colossus or Furi!
However it still does feel rather clunky and unpolished. The hitboxes and the graphics for certain elements felt really awkward and inconsistent which led to a lot of confusion as to where objects actually are in space, making me take damage when I thought I shouldn't, or not being able to hit an enemy that my sword looks to be making contact with, and so on. It's important for a challenging game to be really airtight and polished with its controls and systems to feel like its fair, and this currently doesn't feel like that.
In the more minor aspects, I find the text very difficult to read as it looks to have lost a lot of definition from compression or something, and I also find it really awkward how you can control your character still during transitions or menus and so on when you shouldn't be able to: for example when I'm at the shop and clicking on buttons, I shouldn't be hearing my little guy swinging his sword around. There's also some weird bugs, AI glitches, sound balance is off, and so on.
I still think the game is rather fun and impressive and somewhat acceptable in its current state, but I can't help but want more from it. It's definitely getting there bit-by-bit and I'm looking forward to seeing the final version of this!