I guess it's what you'd call a looter shooter, procedural generation in levels doesn't really add much and side missions are repetitive but they're satisfactory justifications for causing wanton destruction so they get a pass there, it all looks great too.
Regardless of how the levels are put together the combat at its core is a whole lot of fun! The way chunks of your enemies get blown and cut off, the way they stagger if hit in weak spots or with something strong enough, the quality of the gore. The katana type weapons in particular are great fun to use with their feel when slicing through enemies and impressive damage output. You also have a few melee skills and can also double jump and dash around to make encounters more interesting.
The enemies you face put up a fight and are varied enough, though you'll definitely notice some reskins. The encounters are likely random as far as I can tell as well, so you do also lose the benefits of these being hand made. There were only really 4 fights you could call actual bosses, and 1 was a variant of the previous boss, 1 was a much bigger version of a regular enemy and the last one was a bit too easy.
Like other looter shooters you'll have a lot of weapons that fall into the usual archetypes (melee, pistol, shotgun, full auto, launchers, snipers). However, instead of having multiple copies of the same weapon with different bonuses and debuffs, each weapon has 3, rarely 2, slots that you can place randomly dropping upgrades into, that can usually alter weapon stats and sometimes how they behave. It's an interesting take on the system and being able to decide what way to improve a weapon on the fly is cool.
Was a lot of fun overall and I'd strongly recommend it if you like looter shooters and wise-cracking Ninjas.