I hate to say this, because I do love the art style and find the ideas interesting, but the game seems really bad right now. A major part of that is the reliance on blocking while having said block be extremely precise with little indication as to when the player is actually supposed to push the button.
Essentially, the player character drops her guard too quickly to not have some kind of prompt. Yes, we see the enemy winding up their attack, but I'm not the one who made the animations and coded the timing in. I have no method of knowing when exactly the goblin is going to drop that shield on my head without getting hit by it a few times. With how rapidly the PC drops her guard again, I get hit if I misjudge the timing by a fraction of a second, which makes how long the enemy choreographs their attack more of a hindrance than a boon. The weapon goes up, looks like it is about to come down again, but that was just the enemy's "I'm gonna get ya" animation twitching about, thus I wasted my block prematurely and get hit again. I'd compare this kind of system to a platformer demanding perfect jumps onto single pixel platforms in the ever dreaded Ice Stage.
Not impossible, but too frustrating by design for me to really want to get gud at. It is a challenge, but it isn't a satisfying challenge.
Edit: And for God's sake, audio settings are a blessing. Never neglect them. Especially with very a short looping bgm that some people might want to turn off.