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You get like, 8 parry frames in Lies of P, 12 in Sekiro and 13 dodge frames in most of the souls games with normal roll. I found perfect parries in this game to be way easier than in Lies of P making me think the parry frames lean more towards Sekiro's numbers than LoP's. The big difference between Sekiro and this is the temporary chip damage; you can spam parries, but you will take chip damage that you don't actually lose until you mess up so bad you actually take a hit. This game has tons in common with Sekiro and I don't know what would motivate you to deny that. For reference, I died way more in Sekiro than in Nine Sols. I died to Demon of Hatred in Sekiro more than I died in my entire Nine Sols playthrough.
If you look at your health bar when you don't parry perfectly, you will see it turns red but lingers. There's a mechanic in this game called internal damage that means the health lingers until you take an actual unguarded hit. If you keep spamming L1 to guard attacks that red bar will stick around until you start landing perfect parries or get away and let it recover on it's own. You have to mess up REAL BAD with your parry spam to actually take a real hit inbetween your parries that's how forgiving it is. It recovers on it's own if you just run away and avoid damage or if you land parries. That's super forgiving.
It's marginally less forgiving because sometimes you have to kill an enemy to get your stuff back. Most of the enemies in the game will be gibbed if you fire two bow shots at them, and if there are adds with an elite, you just clear out the adds with the arrows and finish off the elite (for reference the strongest elite in the game will be near death after two arrow shots and you start with two arrow shots). That's if you don't want to use the charm that lets you recover your stuff from them with a talisman attack. Your complaint is "this mechanic that is absolutely nothing in other games actually comes into play now in this game and that's bad" while refusing to engage with the mechanics the game gives you to help you easily secure your stuff.
I'm just speaking from the perspective of someone that has played the games you have claimed to play that you also claim to be way easier. I found this game to be easier than the games you mentioned as being easier. I died more in Hollow Knight than I died in this. Died more in Sekiro than this. It's obvious from what you posted that you're trying to play this game like these other games and bouncing off of it, then rather than adapting you're just wishing the game played differently.
Your core thesis was that it was too much, not that it was merely more punishing. It is more punishing than Sekiro and Hollow Knight undeniably. But you:
1: Overexaggerate the degree to which it is more punishing.
2: Misunderstand how the mechanics of the game work then blame the game for being different to how you expected it to work.
Sekiro is 12 frames indeed. Tested and proven a long time ago. That .5 second myth is nonsense probably coming from fextralife or something.
Literally do some research other than just googling it and checking fextra. It's 12 frames.
https://www.youtube.com/watch?v=GRdHVXfVbfI
Fundamentally, these are both games where you parry attacks by pressing L1 at the right time after reading the attack animation. Anyone who has played Sekiro will come into this thinking "oh, it's like Sekiro." The reason why? It's like Sekiro. The core difference is that you take chip damage when you fail a parry but get a block, that only happens in Sekiro if you remove kuro's charm, but the health you lose doing that is gone for good. So it is harder in that respect, but that doesn't make it an alien experience to Sekiro.
Ultimately if you parry spam in Sekiro and parry spam in this, you'll get a lot of blocks but few parries. In Sekiro a lot of blocks means you don't make much progress getting an enemy's posture meter down so you can actually kill them and you get staggered leaving you momentarily vulnerable, but block spam is a viable tactic. In this game when you block spam, you end up with a lot of internal damage but blocks still generate Qi charges which can be cashed in to deal fat damage to the boss. Block spam is viable here also, but riskier. So in Sekiro well timed parries help you kill the boss quicker which means you spend less time fighting the boss and are less vulnerable to dying by attrition. In this game well timed parries help you stay alive but only affect how quickly you kill the boss in that you may need to heal should you have your internal damage buildup cashed in.
You're saying this game is ridiculously hard because of this, but the fact that you still get Qi for failed parries and Qi is how you do major damage in this game means both you and the boss die quicker in this than in Sekiro. The end result of this is that you're more likely to kill a boss through just going in and hoping for the best in this game than you are in Sekiro because you haven't got to be perfect to generate damage opportunities, you just have to be good enough to not let your HP bar be constantly in the red and simultaneously not grab heal opportunities inbetween attacks. It's a bit like how Maliketh in ER does insane amounts of damage and can one combo even the tankiest characters, but has so little HP that you can just get him on one your attempts when you get a bit of favorable RNG.
It plays like Sekiro. You're acting like temporary chip damage makes it totally unlike Sekiro. And you're acting like it makes it ball bustingly hard when in my experience it ended up being more of a breeze for me than the games you claim to be easier. I posit the problem actually isn't with the game but with the player's approach to it.
I apologise if you feel insulted, I'm not trying to insult you. But you don't understand how to play this game and you stopped after Goumeng. You got two real bosses worth of gameplay time in then decreed the game to be a lost cause. Imagine dropping Elden Ring after Godrick.
I do wonder how you played. For me what I did, first enemy I encountered I just stood there and let them attack me so I could feel out the parry timings. Did you do that or just try to kill them as quick as possible? That's my approach to every enemy, is just let them do their moves and play defensively, you can run away to heal the chip damage outside of bossfights no trouble so it's very easy to get it all down this way. In the boss fights I just focused on parrying before I even considered touching the attack button. I fumbled most parries until the timing clicked then I had an easy time once I went aggressive. The fact that I don't actually die from internal damage meant I just had to not totally miss the window to hit parry to gain vital learning experience.
I do implore you, stick with the game, take a learning approach to it rather than a winning one and it'll click for you. If you beat Sekiro you can beat this.
There are 88% at least positive reviews, so it seems that people like the game how it is, because parry is a core mechanic of the game.
The rest though, the game feels fine. I didn't have an issue with the "yellow area" and I've had my frustrations with the multi-hit/no invincibility getting me swamped, but overall the parry isn't hard to use, the skill tree also has an ability that recovers your health on perfect parry, and generally you can make it through the loop of an area or area to area without having to worry.
The game definitely has the Sekiro frustrations, but it's not bad, just a bit rougher in the early parts, but honestly midway through it gets great.
Check their discord (link on the store page of this game), find "#contact-us" channel, click "create ticket" button and copy/paste your long post to the dev as feedback.
Gratz, I hope you have fun in getting better during fights
I think enemies are far too quick to change their attack directions too. Genuinely don't see the point in the emphasis on shadow strike, beyond using charged attacks for it maybe. It's a shame as well, because there's a neat little trick where you can use your first 2 attacks, dodge past the enemy and immediately unless the final blow on an enemies back. Or at least you would, except most enemies just shift their bodies way too quickly. Kinda making it redundant.
Beyond that, the game is pretty easy to grasp. The parry window is generous. Boss patterns are fair in an almost rigid and rhythmic way. The game gives you a delete option for enemy ganks.
This game's issue really is what a lot of Metroidvanias suffer with - traversal tedium/bloat, and unfulfilling upgrade/progression.