Thank you for the game. I have a couple points I'd like to share, but I first to start by saying that this was a fun experience.
First, the main mechanics are pretty simple, which is a big plus for a short game like this. You can slash, shoot, dodge, and use an ability. You can also kick down doors and parry, but I'll get back to those later. The sword felt really nice to use, and the cooldown is a good touch to prevent from spam attacking. The bow felt really slow to the point where I actually forgot it existed in the short time I played. An entire second to wind up a shot when both powerups are easier to use ends up making the bow completely redundant. I would suggest making it an explosive weapon to even out the flaws and make it a more powerful and balanced secondary.
The powerups are simple to understand. One is a quick dash and the other is a bolt of lightening. Both are responsive and feel good to use. Though I will say the lightening is the better choice in every encounter which makes it feel a little unbalanced. The dodging is pretty basic, which again is a good thing, but is introduced in the second half of the final level. I think it should be explained in the first room to give more options to the player, making the rest of the game more engaging.
Next is the doors. Unfortunately, they don't serve a purpose. There is not a single time where you can use doors to your advantage, so it just sort of feels like a reference to Hotline Miami more than it's own mechanic. Maybe if the enemies had patrols that you could time kicking the door to, but even then, the time based combo serves to make that not worth doing either. It does sound and feel nice to kick them down though.
The parry ability feels like an add-on more than a core mechanic. For every instance where you can parry an enemy, it is better to just kill them instead. Every enemy dies in one hit, so stunning them makes no sense when it's faster to just click at them instead of doing a specifically timed parry. I think if there was an enemy that had to be parried to be killed, it could make use of this mechanic in a really organic and challenging way.
Speaking of, the enemy roster is small but each one is unique enough to warrant being there. The melee grunts, the ranged grunts, the mask, and the cloud guy (I don't know their names), are all there to test different skills for the player. However, each of them die just as quickly, and aside from the cloud guy, offer the same amount of challenge. Just rush them and then click. The cloud guy has a tendency to charge you from a distance, which is a good challenge when you only have a sword, but the abilities make short work of them too. Giving them the modifiers of the weapon immunities is a good way to break up the monotony, but it ultimately just felt like a chore to switch to a bow if I didn't have an ability lined up.
There are 3 main levels and one bonus level. The serve their purpose, but because they all have the same textures and enemies, they blend in really hard. Since you're working with a flat maze like design, I would suggest different lighting and textures to signify forward progress through the levels. Wolfenstein had the same limitations, and I think they worked around it by having three different color bricks and some art on the walls, so maybe that could work.
Now to the more technical side of things, every time you respawn, you do so looking in the direction you died in. It's a little disorientating when I'm looking for the door that should be right in front of me. Also, I have difficulties using the sound cues. There's no direction to them, so I don't know where any enemies are. They could be around the corner, or right behind me. I won't know until after I die. Almost every death I had in the gauntlet was because I got hit from behind.
The sprites for the non-human enemies revert back to human death animations, but I'm sure that's just a placeholder with this game still being developed. The weapon immunity rings stay on the ground where their enemy died at, so at first I thought those were the powerups being mentioned. Maybe you could make use of those as the powerup holders instead of just random enemies.
The music was fine to listen to for the 30ish minutes it took for me to complete the game, so no complaints there. The art style is fun to look at, though I do suggest you make the ranged grunts look a little different than the melee ones (even a palette swap would work).
So, just to finish this up with some basic points, a few more enemies with different mechanics, and a more varied environment, and I think you've got yourself a really good game. I'll probably come back to this one every now and then just to master the mechanics. It's kind of addictive in that way.
EDIT: 0.4.5 just updated, and I've added half a star to my review. You've cleared a couple issues, but a new one just popped up. In the gauntlet, I would sometimes be teleported nearby and facing a random direction. It looked like server lag. Also, do you have a forum for suggestions + bug reports, or is that just the discord?