I've spent a bit of time with it and here are my first impressions.
Let me start by saying that I like the sound design, and it seems like the story has had real thought put into it. of all the a blind legend archetype games, this is immediately my favorite, and I'll likely buy it when it comes out. I do still have issues with it, and think it could be significantly better, even having played it only briefly.
Let's start with the mechanics.
1. Why is counterattacking a thing. it seems to offer no real advantage compared to regular attacking except make an already frustratingly easy system easier. Hell, why is the shield a thing. I really don't understand. It's not like you get any advantage from blocking attacks.
It would be significantly more interesting if you could block and attack at the same time, opening up the possibility for multiple enemies to start swinging at once, timed differently. That might be a challenge. The current system is not a challenge. I've failed to lose a single fight, and I wouldn't consider myself the best at this kind of thing.
2. the exploration isn't really exploration.
You know what, credit where credit is due, you did a better job here than the other blind legend type games. at least there's some thinking for your self. when it comes to where you want to go. the problem is, that's about where it ends. all you have to do is pick a destination, point at it, and go. there are no obsticles to walk around, no moving targets to track down, nothing at all that give one the sense that they're exploring a village. A village has people in it. A village has surface changes, it has walls that get in the way. it has streets, it's not just one big open space. If you're struggling to see how blind people can deal with a more complex map, might I point you to a Hero's Call or Swamp, ETC.
You really might have something here if you use a map with well designed audio sound sorces, but if you just throw the sound sorces into a big open space, you've taken the fun out of exploration.
Keep in mind I'm not suggesting you copy the design of the games above. What they do with radar and text you could likely do with enough creativity with your sound design. I've got more to say here, but I'll leave it for another day.
Rule of thumb: If I can't get hopelessly lost, it's not exploration.
Now for the story.
I get that the main character is blind, please stop shoving it down my throat every thirteen seconds. Okay, it makes sense that people would comment on it in the game world, but can we toss realism aside for just a bit here? because the first time someone goes "hey look he's blind," that's fine, not so much the 37th time (I swear I get it). This, personally, is why I'd rather play a game that does a bit of hand waving rather than have a blind character.
On the same vein, the whole helplessness thing gets kind of old, especially coming from the main character.
Minor Example.
Minor spoiler I guess...
The first scene with the brother helping their sibling stand up for themselves would have been very heartwarming and character building, except for the fact that the sibling in question is portrayed by someone who is clearly not a child. I'd normally be fine with this, I'm perfectly capable of figuring out that a flashback to a much younger version of the character is taking place, but if you plan to try to get sighted people to play this, I really don't think this is a good precedent to start setting.
I'll admit I'm only slightly niggled by this compared to my first point, but the joy it would give me if you could just find some children to voice that 30 seconds of dialog would be unending.
Other than that, it's pretty solid, kind of cliched with the entire blind person gets lost and finds a person to guide them, but pretty alright for what it is.
PS: There really needs to be a way to skip cutscenes. Tried to play it a second time to see if I'd missed anything but couldn't stand sitting through five minute cut scenes all over again.
PPS: as someone who doesn't currently have access to a controler, the game could be a bit clearer on what keys correspond to what. It took me forever to figure out that I had to hit escape to get the travel map, and I only found that out by hitting every key on my keyboard. same with the alt key being the left trigger.