Hey, I'm glad to see this game pop up again! For the most part, I think the game has improved in a lot of ways, both technical and gameplay, and has become quite the wacky woohoo adventure! Stylish combat, humorous dialogue, expressive animations, great attention to detail, all sorts of cutscenes and setpieces, interesting gear: the game is just bursting with so much goofy energy that I can't help but grin while playing it. Nice job!
However, in spite of that, I do think that my overall impression of the game is still somewhat similar to what it was before, in that it has a lot of style, but not that much substance or technique. Basically, it is 'dumb fun' in both a good way and a bad way. My feedback would be:
*While I like the tutorial's many little touches like how it puts in the extra effort to animate setting up the dummies and such, it is a bit of an overloaded info dump. It's just hard to remember all of the various techniques it introduces, especially since so many are so situational. Might be nice if it just teaches you how to attack, and leaves other techniques for when they are applicable, like teaching defense later on when enemies get harder.
*Combat has a lot going for it with various techniques, but in general it just feels like an absolute chaotic mashy mess, simultaneously feeling very easy if you just whale on enemies while also feeling very hard since some of them can delete your health bar outta nowhere if you blink like the spinny guys. Just feels like a lot of 'cool moves' with no real science or design to them: fun enough to play around with, but a bit shallow.
*Boss battles have a lot of pomp and circumstance to them which is cool to see, but many of them are either pathetically easy like the firefighter boss at the start, or just tests of patience like Sack and the cave boss since they require you to wait so long for them to become vulnerable with no way to speed that process up with skillful play.
*The controls feel very overloaded and unintuitive for a game as simple as this. For example, the dash being on A is an awkward to reach and unnecessary button: why not just have dash be used by double-tapping a movement key? Why not just use the number keys 1 thru 5 for the hotkeys instead of requiring you to awkwardly tab through them one-by-one with ctrl?
*I feel like the game is trying to add too many systems in instead of focusing on one thing. For example, I feel like inventory and gear is very superfluous and could be completely removed as it is mostly just used for dumb stuff. Hell, the game practically removes it by itself since you barely get a chance to spend money or acquire new gear after a certain point.
*My biggest issue with the game is that it starts off strong with a great beat-em-up adventure, but after awhile its like there is barely any gameplay, instead being replaced by constant dialogue, cutscenes, and these token 'puzzle' and 'chase' segments. Yeah, a bit of variety is nice, and I do like the goofy story and dialogue, but it just completely loses focus on what it had going for it: it makes me feel like maybe you just want to make a movie instead, haha!
I could go on, but while I do have various complaints about the game, I will admit that there is something about the way it's constructed that makes me want to forgive it all and just consider it another part of its charm, and I do plan on finishing the story since its compelling. There's just something so innocent and youthful with how overambitious it is, like a hyperactive child with a head that's overflowing with so many cool ideas they want to cram in without caring for whether they actually work or not. Ah, memories of youth...