This game is just as beautiful as it is confusing. The art style makes it very atmospheric which is fitting for a lovecraftian game. But this same art style hinders gameplay in so many ways...
The biggest issues arise due to the fact that the games tries to be an atmospheric roguelite. It's not a good match as many gameplay choices which fit either genre rarely fit both.
Among the design choices which fit the atmospheric genre but not the roguelite are:
-Loose character & enemy movements which make combat and traversal a pain
-Enemy design; they seem to be assembled from randomly generated parts meaning there's no real way to tell attack cues
-Level design is dark and confusing, it could work well, but there's no use trying to explore and finding out the secrets as level design essentially go from left to right killing all enemies and on to the next level.
As for the design choices fitting for a roguelite, but not an atmospheric game:
-Pretty much no story of background of any kind, no character development to look forward to
-Obliterating hundreds of enemies seem weird in a Lovecraftian universe game
Finally the UI is seriously lacking:
-Weapons descriptions barely state damage, but not if the item will charge or fire continuously, no mention if it's melee or ranged, no mention of whether charge will add more projectiles or charge a single powerful one... Same goes for usable items descriptions (no mention of which ones will hurt you if you're in range).
-Hood resistance is so light I cannot say if it ever makes any difference.
Oh, and unlockable upgrades quickly become extremely expensive. Sure you keep the blood when you die, but when a good run nets you maybe 1,000 blood and the next upgrade costs 30,000...
I really wanted to like this game, but unfortunately, I uninstalled after a couple hours of just doing the same thing as the novelty of the aesthetics quickly wore off...