Epic!
GOOD:
I loved the way the controls worked. While the level design could have used some work, the engine itself was very solid! The stamina system made the game a lot like a real-time version of Final Fantasy Tactics, much like FFT's system of using CT. The rage meter worked a lot like overdrives from RPGs, yet the gameplay was real-time. Combining the best of RPGs and fighting games really made this game enjoyable to me. Another thing I loved was hacking through levels and looking through all of the weapons for a better one. The only thing that pissed me off here was that I wasn't sure what the special parts of the weapons were. Obviously green meant poison, periwinkle slowed down the enemy, but I wasn't sure what some of the other ones were. The music was great, although it got repetitive at times and I would have preferred if it had been more loops than songs. Overall the music was good, but it didn't really stand out. The voice acting was really good, though! The sound quality was amazing, and you got a really good idea of who the characters were based on the voices! Larry is a punk, but I really like his character! Some of the humor at the end was kind of stupid, but it wasn't enough to ruin the story. However, one thing that did ruin it for me was you never found out why the gnomes were attacking or where the fire came from. Last I'll review the graphics. The animation is good, the graphics are good... The layout and presentation is very professional but not overly fancy. One thing that stood out was that the whole game stuck to a very well-established art style, which made it all fit really well.
BAD:
There were some things that bothered me. One was that with all of the dead bodies laying around, it got hard to see weapons or which weapon you were about to pick up. It would have been nice if there was a display that showed the weapon you would pick up if you hit E. Sometimes there were tons of weapons and I would try and pick up one and end up picking up the other. Another thing is that after a lot of boss fights, it was hard to grab your old weapon and continue fighting with it. This made the levels after the boss pretty hard. Lastly it was really easy to end up surrounded by bushes or the spinning blades and end up completely trapped. If the player had more recovery time, it would have been much better and more fair. Also the traps with the spikes in the ground sometimes got covered up by dead bodies, making it extremely hard to spot them, and sometimes impossible. I also would have liked customizable controls and maybe have the camera zoom out more the faster you were going. I also hated the sprinting controls. I wish it had been something like holding down Shift while running as opposed to the double tap. Also, when you pause, the health dots keep bobbing up and down. A simple healthnode.stop(); would have fixed that. On top of that, sometimes I wanted to run back to an earlier part of a level only to find out that I couldn't, or my momentum would drive me into the end of the level and I would be unable to turn around fast enough to break open a vase or crate. I also hated the final boss. It was set up so that you could get into position to unleash a huge combo on him, or he would end up hitting you, and as you were recovering he'd unleash 2 or 3 more attacks on him. It was all about luring him to either the upper side or lower side of the screen so he would only use melee attacks. It was really bad. Another thing that ticked me off about the boss battle was that it was easy to accidentally collect a health pack you didn't need. Not the normal ones, but the glowing ones. Also, the final boss had a jump attack that was way overpowered. If you were still recovering while he did it, it was very possible for you to die with over half of your health. I was also upset you couldn't replay specific levels or look at a compendium of all of the weapons you've collected, and how many there were total.
Some of the flaws really seep into the gameplay, but overall I loved it!