Playing Cookie Cutter now.
It's pretty good I think, but oh-so-uninspired (outside of the great hand drawn animations). At least combat is on point with some actually good collisions for once (that helps with the now ubiquitous parry system), and the levels are filled with stuff to find.
It reminds me a lot of Guacamelee in many ways, even the annoying push back early on, and how literally every ability you get is used in combat (if not mandatory to actually do anything against some enemies).
The game has some odd decisions though, like every area being technically separate from the rest, as there is a loading screen between zones. But at the same time, there's absolutely mountains of shortcuts and portals/elevators/jump pads/etc so... it kinda feel like the areas are much more connected than many metroidvanias (like FIST, which I really like, but certainly felt like disparate zones rather than a world)?
In the same way the game isn't super deep, but really lets you play like you want, you can parry and execute everything in your way (including bosses), or use the regular basic attacks (with modules to expand your repertory, and it ends up feeling really combo heavy with tons of air juggling support), or focus more on the heavy weapon attacks/special skills that consume the void energy generated by... well, everything you do beside that - or keep void to heal yourself like Hollow Knight. It's super flexible.
But they didn't add a difficulty slider for some reason...? The game hasn't been hard, but I did stumble onto a much later boss (or possibly optional one) that just handed my ass to me, you die fast in the game and it's absolutely not an RPG where you can grind your way to victory like say, Afterimage. So that's a bit worrying for later.
Oh, and it makes Doom look Pegi-12 at times, it's obviously super cartoony and stylized, but when you start ripping the skin of monsters before squeezing them to death so they vomit their own guts, yeah. Fun but maybe not kid friendly.