A really original and neat concept. Not many games can make me feel so vulnerable. It's a really hardcore game, one that's incredibly difficult to get into, much less master. However, some of that difficulty does not come from the concept, but bad design.
First off, it'd be nice if you put in tutorial that at least explained how the turning and parrying works. At first, I thought single presses would turn me a fixed number of degrees, and that I just had to hold parry. Many deaths happened trying to figure that out. You don't need to explain every detail of the game, just let players spend their time figuring out how to overcome blindness, rather then figure out how controls work.
Second, it's be nice if there was some indication of whether I had been facing the wrong way when I tried to parry, or if I had been facing the right way and just screwed up my parry timing.
Third, when you have a hardcore game like this, it makes it far less frustrating if you cut out as much time between death and another try. While already short in this game, it'd be nice if you could cancel the "you died" picture instantly instead of having that 2 second delay. There's already enough necessary delay so that you can hear your enemy running around and taunting you, there's no need for any more.
Still, the concept is neat and immersive. A few details, though, would allow people to struggle with the challenge the game poses, rather then getting mad at controls that are difficult to figure out.