It's not that easy to describe, but it's definitely something more than combat that consists of
A. Hit at max range -> take a step back -> repeat
B. Press the heal button when it's available or dash in the rare occasion that you need to
Other games simply have more stuff to do. More buttons to press, items and/or weapons, more interesting movement, maybe some actual decisions, something that makes you do more than one basic thing in combat throughout the entire game, or at least think or focus a little. These are usually pretty fundamental things and even on an early WIP game like this, it surprises me there's basically none of that sort of stuff here in the 3 area that are available.
The dash and heal are a semblance of something I will admit, but they're also not that fun in practice because of slow attack speed, low attack damage and low stamina. It's an idea with potential but I dislike the execution. If the character was actually fast and didn't run out of stamina after just a couple actions with no good way to restore it except do nothing and wait (I'm aware the heal button restores some, but it's only a little bit and it has a cooldown so it barely matters), you could have a much faster and more thrilling kind of combat style where you can simply keep yourself in combat forever by healing and/or dashing from killing enemies constantly. In its current state, the heal is something you mindlessly press if you have it when you need it if you happen to get hit, and you don't even have to work for it since the bar can charge up some blood on its own as opposed to requiring enemy blood.
But no, once you've done enough monotonous hitting and stepping back and you've run out of stamina, you'll just have to run for a bit, wait and hope you don't get hit, and then go back. That's all there is to it. Stamina is probably one of the primary things making this game less fun.
Moving on from combat, what else is there to do? Uhh hit a couple switches I guess. You run up to them by taking the only available path past a couple enemies and press a button to hit them and open a nearby door. Not much else to say about that.
I'll admit I have a bias towards faster games, but I don't think this works all too well as a slower game either. There's nothing interesting being done with the character's clunky slow attack, or the dynamic of easily running out of stamina and having to restore it- in fact, I even feel like the rest of game is built without these things in mind. To restore stamina you either run and pray you don't get hit, or get to a place where enemies can't get to you if the environment allows it. Both of these are pretty mindless and unfun actions that I don't think the creator really thought about.
There's not enough tension with carefully trying to avoid getting hit at all, either; yes, getting fucked is the most dangerous thing in the game, but after a couple times it's also easy to escape, and your healing keeps you healthy enough to survive most of the time. If you could easily die in this game from just 1 or 2 mistakes, that might be an improvement (though if the game was like that you'd have to nerf archers, pretty insane how easily they can hit you, it's almost like they're using guns)
Also, while my biggest problem is with the gameplay, I'll once again say that the generic setting and enemies do not help. I'll forgive generic gameplay for an interesting environment, I'll forgive a generic environment for interesting gameplay, but here they're just both boring. A forest and caves with goblins, orcs and bandits, all generic looking, and not very compelling level geometry or enemy placement, very cool.
The most praiseworthy thing about this game is that it's built pretty competently. Visuals look clean and controls are smooth. Definitely better in that regard than many other h-games. I was also way too harsh on the h-scenes, they're fine, they get a pass.
I'm open to being pleasantly surprised if the game gets good with updates, but it just feels uninspired, that's why I felt that it's unlikely.
If I had to mention another h-game as a useful example, I think it'd be Samurai Sacrament. Don't get me wrong, it's far from one of my top favorites for some other flaws, but it's proof that you can make a pretty interesting and memorable sidescroller game with this kind of relatively simple basic combat where you just hit thing with sword and step back when the enemy attacks. The game has far more compelling and fun movement, great level design and enemy placement that are fun to traverse and get through, collectibles all over the place which are out of the way and give upgrades and special abilities to the character, and perhaps most of all, a not so boring setting, with a bunch of different locations to explore and enemies being all sorts of weirdly designed monsters, samurais, and a batshit crazy final boss. Now, that game is finished unlike this one yes, but I feel like when there's three levels here and there's still nothing anywhere near as compelling as any of that, I'm allowed to comment on it.
Now, was it ridiculous for me to write this much about a random WIP porn game? Yes, absolutely, no doubt, you're free to make fun of me for writing this much. Why did I do it? Because if I express an opinion and am then asked to explain it, I feel that it would be shitty and annoying of me not to do it properly. I want to clarify that I hold no disdain for anyone in this thread or the game's creator, even if they disagree with me. I also just want to give genuine criticism.
I'll make sure to write a lot on a more popular and more finished game next time though, since hoo boy I regret writing so many words of criticism on a very small very early development stages game that I don't really care for anyways. I would be happy with the argument ending here and y'all can enjoy the game if you want, sorry for being annoying about it.