Interesting little game! Pretty much feels like a very stylish and professional recreation of those samurai/cowboy-themed dueling minigames in Kirby, but where those were just minigames, this is the entire game, so while it was a feast for the eyes for a bit, I can't help but feel that there isn't much meat to it.
Now, that's not to say that this game is bad or lazy or anything like that: the game has a very stylish presentation to it all that not only was very impressive to look at and witness what with its great animation and camera framing and great little touches like how the faces get angrier for higher difficulties, but was something which I found very intriguing and mysterious. It's silly, but while I did find the gameplay rather short-lived in its appeal, I actually found the process of learning how the game operated to be very fun: deciphering the weird names given to the modes and difficulties, figuring out what buttons do what, and so on was a puzzle in itself.
Having said that, I'm unsure whether the mysterious and indecipherable nature of the game was intentional, and even if it was, I'm not sure if it was the best idea, as I did spend a considerable amount of time confused on certain facets which should be much more intuitive. For example, I had no idea that you had to press the button for the character to slash for them: for me it felt more intuitive to use a button like the space bar, and for the longest time it was difficult to tell whether I was pressing the wrong button or just losing by pressing too late since the game is very vague and mysterious with its feedback. There were other confusing design decisions like how you can skip the intro cutscene with the space bar, but only if you press it right at the very start for some weird reason, otherwise it forces you to run the whole way through. While I understand it might hurt the whole minimalist presentation which I think is cool, the game could maybe stand to have some pop-ups or tutorials or something to explain certain elements, and it'd also be great to get some other feedback like the amount of milliseconds it took your input to register and so on.
Again, I think it's very cool and bold to go for this mysterious and minimalist presentation, but I did feel like the actual game itself did not have much to offer and almost felt bad or guilty in how short-lived it is compared to the amount of effort that was put in for all these great animations. It's quite the mixed impression: on one hand I feel like it's style over substance, and on the other hand I want to applaud the bravery and commitment in putting so much effort into such a compact experience. Quite the memorable experience nonetheless!