Good concept, lacking in execution
I love the idea of drawing lines to slash. However, the response is too slow... you draw your slash, the guy stands there thinking about it for a fraction of a second, and then he goes, typically with the result of getting hit before he moves.
The enemies are kind of dumb, slow and repetitive. The shield guys are the most interesting. The archers are frustrating, because it's next to impossible to dodge their arrows - why does your guy move like lightning when slashing, but like a snail at all other times? Of course, you can dodge by slashing, but then the aforementioned delay is a problem.
There are some collision detection problems... some of my slashes missed when I thought they should have hit, and vice versa.
I never figured out what exactly was necessary to get a coup-de-grace, or why it was more valuable than the (seemingly much harder) decapitation.
Although I got bored about 75% of the way through the first level, I decided I wanted to play on to see the end before reviewing. However, I wasn't able to beat the catapult. You say to "hit it back in the balls," which I assumed meant you were supposed to deflect its boulders back at it. However, I tried vertically slashing them in the air, or horizontally slashing them on the ground before they disappeared, and neither worked. Maybe it's the collision detection again, or maybe there's something else I didn't think of. Also tried shooting arrows at it, but that didn't work of course.
Anyway, as an experimental game, I'd say it's a success in that it shows that there's potential for the genre, but the gameplay is too frustrating, the controls too finicky and the levels too repetitive to keep me coming back in its current form.