To me, it felt like you were going for an experience where you could slaughter dudes by the dozen with a badass knight. It was good for a little while... until after you kill 50 dudes. Then it just got repetitive. Really, really repetitive. I was hoping maybe there was a boss acolyte somewhere. Nope, just the same thing, 666 guys over.
If you try to replay the game after beating it, it just gives you the "to be continued" message and you can't play again without refreshing the page.
Anyways, this type of game definitely has a lot of fine-tuning and balance involved to retain the difficulty, while not making it impossible or frustrating. In the original release, many things felt great, and there was a purpose to all possible attack styles. The animations were smooth, the attacks flowed well. Turning was a little bit frustrating, but I found my own way to mitigate that problem. What really pissed me off was the seemingly random nature of the sword swinging attack. Why would the guy swing once with one push of 'a', and swing + stab with one push of 'a'? This is more detrimental than anything, and even the ability to turn between the swing and the stab didn't prove to be very useful.
With the gameplay fix on the 19th, you didn't really fix the inconsistent attacks issue, and I didn't really notice the normalization. And the attack range increase made the game pretty easy, as you could almost constantly mash the 'a' key and kill everything, whereas before if you mis-timed or got unlucky with that #@$% swing + stab gimick, you died. Personally, if I were to design this game, I would remove the swing + stab, and maybe go back to the original attack range.
It's a simple, yet repetitive game overall. First impressions were good, but the rest of it felt lackluster.