Thank you so much for participating and giving feedback!
Here's a pie chart from the Google forms of how you liked the playtest: (We're aware that many people were more forgiving, as it's still at a very early stage).

We didn't even know you could submit reviews for a playtest. We counted them by hand:
58 thumbs up
3 thumbs down
That equates to a like rate of 95%, which would be considered overwhelmingly positive on Steam.
Here we would like to comment on the most important topics, which appeared more frequently in the feedback:
Target Lock
At the beginning we had quite a few reports that the target lock wasn't working properly, but we patched it and since then there have been a lot less reports.
The visual indicator is still a problem and we will improve this.
Enemies gang up
Our idea is that you don't rush through the map, but beware of ambushes and try to think before engaging an enemy group.
The game is also designed for 2 players and each player should take on one opponent. Since you are playing with an AI in the playtest, this can be difficult. Therefore, some opponents may stack up and attack at the same time, making parrying impossible. We are aware of this and are working on a solution.
Enemy attack range | rotation during attacks
Our idea is that the player should be forced to react with an action when an enemy attacks. The high thrust range should counteract the high movement speed of the characters. We will try to find a solution to this problem.
Homing Arrows
Same idea as for enemy attack range. We might consider that moving is also an action and might reduce arrow tracking.
Controls
In order to make controls suitable for everyone, we will most likely make bindings for controller and keyboard changeable.
Use consumables from inventory
We agree that this should be possible.
Even though it wasn't mentioned here, there are a more issues we are working on.

