So...
First off, the good parts. The art style is fantastic, and the thing I really like about thisset of games. It's best in black and white, and I thinks it's the strongest point here. Controls were pretty okay, though they could really use some tightening.
Now for the problems I drew. First of all, I could not get past the penultimate section of hard mode, with the gauntlet of little shadow things and fire breathing mosquitos that can destroy you in an instant with the two larger creatures at the end. Here is the reason why: I couldn't use my ultimate. Everytime I did it broke the camera, and I had to reset. Meaning I had to try and get through the gauntlet with normal attacks, which was just about undoable. In the process of trying though, I managed to expose a few other little flaws in the combat.
Now this is where I draw my main beef. The combat felt very slippery, and I never felt like my blows had an impact on my enemies. Changing direction of attacks on a dime was difficult. The lack of any block function was a huge detriment.
Now, I recognize that we could "jump" to get out of enemy attack chains. But this had almost no effect against the bugs, which were in midair already. This basically nullifies our only negation tactic.
The biggest squib here is the difference in recovery time though, which I find unacceptable. All of our opponents had a 2-3 second period of invulnerability, which we did not posses. Add the fact that their combos can't be broken and the fact that the Ultimate attack can bug out he camera, and you get an unwinnable scenario. Either give both protaganist and enemy the same recovery time, or get rid of the recovery time on the enemies.
I'd also like to bring up the fact that the game is only about a half hour long, with no replay value. But I may start to get more petty than constructive, so I'll cut the review off here.