Thanks

We are still working on pushing the style further in the engine (post effects and environmental / particle effects), but so far I'm pretty happy

How the game plays is kind of similar to the original legend of zelda on the SNES (though the combat is completely different, and the story / world is much deeper). Overall we are aiming for an innocent adventure game following an overarching theme of the "purest love" (that between a mother and child). There are lots of secret places to find, strange characters who might help you, and just generally capturing that feeling of "innocent discovery".
The combat is simple in its mechanics...but offers a good deal of challenge to master.
Some of the main features are -
Push / reflection - The main move the character has is a short ranged pushing ability (ending in a short lived shield in the air). This does a small amount of damage to anything it hits...but more importantly, it reflects projectiles (think along the lines of a ping pong paddle).
Charging the attack before releasing lets the character transition into a longer range pushing attack (high damage, but becomes more narrow... more of his offensive move).
((Using the basic push ability))

2ndary abilities - You also have a wide range of 2ndary abilities unlocked throughout the game. Though, you can only have one "active" at a time. These range from things like a stationary energy shield you place onto the ground... to slowing fields or absorption areas.
"Energy world" - You also get the ability to enter into a 2nd world existing on top of the normal world. When entering into this area, the time in the normal world pauses as you enter into an out of body state. This world is filled with its own creatures and dangers and stories... but, at first, it is extremely hostile and you can't stay there for long (as when you enter, creatures come from all directions attracted to your energy form and will kill it if you touch them). Eventually you get specific abilities in this 2nd world that lets you fight them off and allows you to explore it properly.
But, this 2nd world also has a very important game play aspect as the first move you use will carry over into the "normal world". This effectively lets you chain moves together, or block two directions at once if your timing is right.
Energy / Health - We decided to combine the energy and health bar into a single bar. This puts an organic limitation on more advanced moves (and makes fighting a little more strategic).