Hell yeah, I love me a good beat em' up and this delivers in spades!
All-around I feel like this game looks and feels wonderful and has a very professional level of polish and huge amounts of content. There's just so much to love, like the great variety of enemies and bosses to fight, all the referential humor, the combat with its fantastic feedback and subtle guiding auto-aim/stickiness and clear attack telegraphs, tons of characters to play with all sorts of distinct playstyles and unique hidden techniques like whacking back bullets with Pico's bat, the great menus and controller support and so on and so forth. I probably can't even list all of the positives about this game because they are innumerable and also subtle: so good you don't even necessarily notice it (but you sure as heck feel it from how fun this is)!
If I were to have any nitpicks, it would be:
*Would've loved to see character stats/bios being accessible on the character select screen instead of only in gameplay: can end up going back and forth if you end up picking someone that doesn't gel with you because you didn't have a chance to study beforehand (though I felt like I loved all the characters I tried).
*Sound was kind of weird if you wear headphones. If you walk to the right side of the screen, you'll end up hearing footsteps coming from the right side of your headphones as if someone is to the right, not realizing its your own footsteps. Basically, its kind of strange that the 'ears' are centered in the center of the screen instead of tracking on your character: would be much better for a more informative audio, I think, but maybe some people playing view themselves as an outside observer and not the character so it makes more sense to them, dunno. Maybe it's because it can be a 2P game?
*Was a little disappointed that there was no story or campaign after it seems to be building it up during the tutorial: instead you just play in separate arenas at your leisure that largely have the same enemies to fight, not much unique stage hazards or geography or variety in minibosses, and in general no major differences between them except the final boss. Because of this, unless you're a score/difficulty junkie, it can feel like it's lacking a sense of progression and being a bit repetitive, like once you've seen one level you've seen 'em all (except for the boss, of course).
*I do love how simple and mashable the combat system is, but I was a bit confused and unsure whether it had a deeper strategy to go for beyond just comboing to get powered up. Would love to learn some strategies like how to proc 'vunerable' status on enemies and any other neat tech, as so far I couldn't find anything definitive in my attempts to research it. Think it could create a whole new deeper level of strategy and intention in the combat if there were enemies with certain weakpoints that you need certain moves or timing to exploit and get 'vunerables' with: as it is you can kind of just mash through everything no matter what, even if they're a shield enemy which you think would need another approach (which is a positive in some respects).
*While most of the characters are awesome and unique, some seem rather imbalanced and confusing in design: for example, Pico has the ability to whack back bullets with his heavy attack bat, and Hank has the ability to parry bullets or attacks with his special, yet Cassette can only parry specifically melee attacks with a very tightly timed up attack (why so specifically only melee? just seems so limiting and hard to pull off when I feel it could've easily just reflected any damage like Hank, but I dunno, maybe she'd be OP if she could)
*Weird mouse bug: if you're using the controller on the menus but stop moving for a second, the selection will suddenly snap to what your mouse is pointing to when I'm not making any major mouse movements to make it think I switched control schemes.
*I do find that the characters move a bit too fast and snappy: they all remind me of Fox from Melee whereas I liked playing characters like Marth for more slow, controlled movements. This game, however, has enough auto-aim and subtle guidance that it's not an issue: just an initial personal preference thing that bothered me slightly.
*Difficulty can be a bit wonky and up to luck at times: sometimes you get a round that gives you a lot of health and assist trophies, other times you're on your own. Sometimes you get a wave of normal enemies, sometimes you keep getting Dad-bot popping in over and over who is seriously way too spongy and way too much of a mini-boss to be within those waves of normal mooks. Maybe there's some way to reduce RNG, like a way to guarantee health drops (for example, I liked how Pico gets a free psuedo-health point for getting his combo up) and hand-craft the enemy waves for each level?
*I could see some people complaining about the fact that the boss fights have random mooks popping up in them: usually this design is treated as the boss not being strongly designed enough to stand on its own, random mooks being a cheap way to artificially increase the boss difficulty. I don't really have a beef with it since I think it works with the chaotic nature of this game, but maybe something to think about.
*Not sure how assist trophies work? I pick them up and they happen after a weird delay of time, or sometimes they don't even happen at all? I would expect them to either be used immediately or go into my inventory and press a button to use: maybe I am using them and not realizing?
*Medals seem to sometimes work and sometimes not? I got some of the medals like the assist trophies and some minibosses, but none of my full clears as Pico, Cassette Girl, Hank, etc.
Christ, I know that's mucho texto up there, but again, the above are very much nitpicks that didn't really hurt my great experience with this game, I just wanted to point em out just in case. Sorry I dedicate so much text to that instead of the positives, but well, it's kinda what I do, haha. Well done on this game!