Hey there!
When I first started making this game, I had two learning priorities for myself. First, I wanted to make something that was more than just a "demo" to see what it's like to put a full game together; second, I wanted the game's core loop to "cut like butter" and feel smooth. I'm a strong believer that this second point is an absolute essential for having a game that people want to come back for.
For instance, one of my favorite games of all time - Rocket League - literally just consists of some cars, a bar, and a field. But, the game has had lasting success for over six years and has a very dedicated following and eSports scene; and to me, I believe it's because it feels really, really good to drive and fly around in the game.
So, to put this concept into practice, I tried to think of ways I could make gameplay feel "snappy" in my game. I quite literally created a system in the game where the player's character "snaps" onto enemies in his immediate vicinity, so that way the player doesn't have to worry about making sure their sword lines up exactly with the enemy they're targeting. If you look at the gif below, you can see the character pivoting from enemy to enemy quickly and wasting no strokes - that's all being done with a click of a mouse, and doesn't require the player to re-align the character's direction otherwise.
So while this simplifies combat, it also makes cutting through enemies buttery smooth. And overall, I want to make the full "onslaught" of the dungeon be the complex, rewarding experience for the player, and not so much frustrate them with the "clunkiness" of individual battles. As I continue to add more features to my game, I want to pay special attention to this "smoothness" factor, so I can make the player feel light and airy in the game.
--Josh