Wow, pretty cool beat-em-up you got here! Right from the start the game sold me with the way you seamlessly transition from the menu into smashing the gate open: so damn cool to witness! The presentation has a real top-notch cartoon-y quality to it, the gameplay offers some fun mashy goofness, there's a lot of great special effects like the blood which can then make bloody footprints. It just has a great old-school Flash feel to it, reminding me of a lot of the classics like Disorderly!
Having said that, though, I'm a real stickler for beat-em-ups since they're my favorite genre, and there was a lot that I felt could be improved here:
*While the game does a decent job of selling hits with copious blood and knockback animations, it can still feel like you're just flailing and not really making contact. Something like hitstop/freeze would go a long way to making hits feel more satisfying.
*The moveset for the character isn't well-explained and the special attacks like the uppercut and the kick don't feel like they have strategic purpose to them at the moment. Would be great if, for example, the bite can give you health (but takes longer, so you gotta find a big opening to risk using it), the uppercut can lead to juggles for higher damage combos (but at the risk of higher commitment which leaves you open) and the kick can knock down enemies longer or break guards or throw them into other enemies to knock them down (but that power comes at the cost of taking much longer to get to that part of the combo), and so on.
*The controls for running were a bit weird: it felt very difficult to get started running, and then once you do start running, it's very difficult to stop. I can understand momentum and such, but even then, it borders on unresponsive.
*Felt a bit annoyed that enemies are immune to obstacles like the bananas and the bear traps: would be nice if I could get creative and use them against them.
*While the AI for the boss wasn't too bad, the enemies had some pretty bad AI. Maybe it's just because it's the beginning of the game, but it was too easy to corral the dumb enemies into one big mass and then beat them up all at once. Ideally I think they should have a bit more randomness to their movement to keep you on your toes, as well as having some of them try to circle around to your back. Would be nice to see other enemies like the Knights adopt other special forms of AI, like maybe they guard and counterattack if you hit their shield too many times.
*The difficulty of the game was pretty awkward in that there are no extra lives or checkpoints, which when combined with the unfair randomness of health drops and the mashy combat, can be a bit frustrating.
*Bit annoying that you can't seem to hit enemies when they're down, especially when they're the only enemy left on the screen and all you can do is just wait for them to get back up. Would be great if you can kick them, or even pick them up and throw them.
Hoping this can help in its development: it's already showing a lot of potential as a beta, so I'd love to see its final version!