This is very cool! Did not find the hidden sword, but I did manage to get to the end and the money room. The presentation is great here, I love the pixel art with the minimal palette, and there’s some very solid animation work in there for such a small timeframe and such a variety of enemies.
The core mechanic of bump-based combat is neat, even if occasionally quite difficult in tight rooms, although the rather forgiving amount of healing and save points meant that it never felt too unfair. I especially enjoyed the parts where you had to use enemies to progress.
I’m a bit less charmed by upgrades. While the dash is cool, and I like how it plays into the big bounce, I found the cockatrice feather a bit unsatisfying to use. I’m not sure what it is about the momentum, but it never felt natural, maybe if it had a very brief stall before falling or something? The wall jump felt even more “off” to me, it feels like it absolutely launches you away from the wall, when your normal walking speed is rather slow. Still, like I said, the core mechanics are good enough that this is only a minor gripe.
The overall world design is solid too. I was lost for a little bit at the start, although things started flowing nicely once I got an upgrade, I suppose I just happened to wander into the wrong part of the castle. It’s a shame you weren’t able to finish everything you wanted to do and the game ends rather abruptly, but hey, that’s gamejams for ya.
Very impressive job overall, especially for a solo project, the polish on this is great. Excellent work!