'sallright.
You've got a cool concept here and i really dig the dynamic of enemy blood acting as your health meter but there's a lot of depth missing from your game and the gameplay comes off as clunky and awkward.
I spent most of the game waiting for a run button to be introduced as the walk and jump speed is incredibly slow and the game is rather hard to follow because of it. There were many moments while playing when an enemy would turn their back to me and i would try and seize the moment to sneak up on them only to have the speed of the movement throw me off and result in death. Everything about the visual language of the game and the way in which the movement concepts are introduced suggest that the character should be moving faster and the game should have a lot more flow to it but the game never quite reaches this ideal movement speed.
The main problem is that it's a little contradicting to introduce movement concepts like sliding up walls, grabbing ledges, wall jumping and swinging on chains and then restrict these movements so drastically with such slow movement speed.
There is also a rather large difference between the vertical (jump) speed and the horizontal (run) speed which is rather jarring when going from a wall jumping section to a horizontal running section. The momentum physics are also a little contradictory especially when running with falling very short distances downwards resulting in a complete loss of all speed gathered from previously running. The same thing happens when jumping while running and it sort of defeats the purpose of having momentum physics at all.
The first boss truly showcases this lack of freedom in movement as the boss is exceptionally difficult to outmaneuver due to it's ability to move an asston faster than you. The only really effective dodging tactic is to jump as it's your fastest form of movement and has no sense of momentum to it. This could all be avoided by again simply increasing the movement speed of the character or slowing down the movement speed of the boss.
I also found some general design aspects to be lacking. There isn't really much variation in gameplay after the tutorial section and the game mostly boils down to: advance slowly, spot an enemy, wait for them to turn their back, sneak up and drain their blood, repeat. This is unfortunate as for a game with such a wide variety of movement options there was never really a point that took full advantage of them. Most sections involve simple platforming, some ducking, some wall scaling with not a lot of timing, skill or patience involved. Enemy AI is fairly basic and that's fine but enemies aren't really placed in interesting or challenging places and most can be easily taken advantage of. There also seemed to be some lightly suggested stealth elements with aspects like ducking behind boxes and climbing in trees. It would've been nice to perhaps play with these aspects some more and include aspects like hiding in shadows, attacking from trees and perhaps even some sort of temporary invisibility power-up. Bonus blood could be given for not being detected or some sort of ranking system depending on how many times you performed a stealth kill.
Aside from these issues the game is quite well put together with some great visuals and music that suits the setting. I didn't run into any issues with lag and there wasn't a bug to be found so
it's unfortunate that this nifty idea missed the mark with the clunky controls and some odd design choices. Hope to see some improvement in your next game as the central concepts are all here and there's definitely some fun to be had.