Tough but fun. Souls games are near to my heart and making a souls-like holo game is definitely on my bucket list so seeing you make one DURING A JAM is very inspiring. Onto the game:
Combat: I think combat as a whole was just missing that feedback of hits. You getting staggered and moved by being struck (I notice you could get knocked over but I'm more referring to normal hits which only had an audio component of feedback). Your hits being able to make an enemy like, wince in pain or get staggered (Edit: Rewatching my recording I actually do somewhat see the otomo wobble a bit when I smack them. Poor things can't bleed or scream ;_;). Looking at sekiro gameplay again, it seems successful parries also push you back a bit so that momentum of strikes is still felt. Once that piece is added to the puzzle I think it'll feel a lot better.
Otomo Mobs: The otomos were a bit tough to take on since their moves had pretty short windups and beating them usually meant trading damage without a way to recover it. True to a souls game, trying to fight multiple at once was rough but in a 1v1 they are ok. I didn't really use the parry mechanics on them, or even spent time taking them all down since there wasn't really an incentive to. But I recognize that's just a limitation of the jam. I noticed in section 3 that if you try to run past them they have seemingly infinite aggro range and will all converge on you during the boss, forcing you to either git gud and once cycle them, or die to reset aggro
Boss: Overall I really enjoyed the final boss. I was a tad confused at first thinking I had to beat the big otomo before facing immerred but once I understood the mechanics and how to properly evade them it was just a matter of understanding immerred's moveset. To be honest, some of those combos were really hard to fully parry. But if I recall correctly thats the same for sekiro. Although I think better telegraphing in the animation could go a long way towards making the parry windows feel natural without having to just memorize it (Or spam parry since theres not really any punishment for it).
Platforming: I think with the exception of 1 awkward jump in section 2, the platforming and exploration was pretty in line with the souls experience. The red stones as a guide made it generally straightforward to figure out where I was going. If anything, I think you could even get rid of them if that awkward jump was smoothed out a bit since it almost felt like it wasn't what I was supposed to be doing despite the red stone saying the contrary. Despite that, section 2 was actually my favorite. The narrow walkways were fun to carefully walk on. Almost felt like playing chained together solo.
Other: I sorta noticed that there was no end lag on dodging so you could spam it super fast to zoom around everywhere till the stamina fills up. Not sure if thats intended but it is the reason my WR is sub 5 minutes ;)
Overall: Really impressive entry for being made in just 2 weeks. The boss was really fun to learn and I am super curious how their logic works under the hood. I could FEEL the sekiro in it. Also I love games featuring my oshi being a badass. Her animations were so cool!