+ Some of the sprites or animations are kind of mediocre quality. An example that comes to mind here is Count La Tourvelle, as his boss sprite looks like it was for a totally different game.
+ On a similar note, some of the bosses seemed uninspired. For example, the Upended Demon just seemed really poor because all it had going for it was a spinning arm.
+ Some enemies do not telegraph their moves clearly, like the skeletons with the rifles. To my knowledge, the only "wind up" animation they have is if they crouch and shoot, otherwise they just suddenly stop walking and fire. There's no hint to when they fire (at least from what I've seen) so they come off as incredibly cheap when you first encounter them.
+ Alucard's inclusion seems awfully bewildering. To my understanding, he was looking for his sword. Now, why would a secret castle in France have his sword? Why was it housed in a room
after fighting Death? How did Alucard pass this guy and just hide until you came along? It would have made more sense if there was a scene before the boss room where Alucard was injured, warned you of the threat, and told you of the relic he was looking for. It seems too "gamey" to be where he is and I found that to stand out when the game tried really hard at making a consistent, "lived in" world. This bit lacks cohesion that's established with the games attempts at lore and world building.
+ There are minor grammatical errors in the game, the most obvious being the ones that are first-person lines. I've is "i've" in the game.
Very minor stuff but something I almost always noticed when it occurred.

+ There is at least one part that comes to mind where most players will be lost, and that's in the Garden of the Dead looking for the letter "A." Usually the game has items handles in a certain way -- typically by them being a floating, sparking item -- but this one is hidden in such a way that unless the player figured out they're supposed to
attack it, one would assume it's just background graphics. I found this to be perhaps the biggest issue regarding game design, for I feel it breaks established rules on how items are usually obtained which makes obtaining it seem obtuse.