Very interesting platformer here with some charming presentation to match. Those cutscenes were definitely hilarious.
I love the player mechanics and how you made use of them in the various levels. I think the way you taught things to the player and the pace at which you did it was honestly pretty damn good. I do think some of the puzzles got a little repetitive though with how a lot of them came down to throwing your sword and turning around so that the door opened. It felt like the game could've used atleast one more type of puzzle obstacle.
On that note, I still think you could do a lot with this game's mechanics. Pardon my dev fan-fiction, but I can already see the game having special walls that you need to throw the sword into, after which it reflects and becomes stronger and breaks down a door or something ( maybe it even hurts you as well if it touches you in this state and so you need to jump to dodge it ). Honestly, just thinking about this makes me want to make something like it more and more lol. That said, I think the colliders on the spikes could've been made a little smaller.
Player mechanics aside, I love how minimalistic the visuals were in general. The game looked and felt clean. That said, I thought the game demanded a little too much precision at times for what the player could do. I'm referring primarily to the short ranged sword throw and the mace and how I was never really sure where exactly they were going to land. Maybe just a skill issue on my side, but I felt it was something worth noting.
The boss also felt slightly underdeveloped which left somewhat a sour taste, but it's the only real issue I had with the game to be frank and doesn't take away the fact that I felt that the rest of the game was pretty damn great. I did love how you allowed the player to use both the sword and the mace though. It allowed me to sort of combo hit the boss a bit.
All in all, I think you made a pretty damn good game here. Very solid work
Viewing post in Getting out of Hand jam comments
Thank you for the comment! I especially appreciate the granularity of your feedback. The boss being too easy is a result of some of the planned features not being implemented for time. The spikes should be an easy fix, and will be high on my priority list for a post-jam update.
TBH this comment has made me think a bit more seriously about doing more than just a small post-jam update, and I'm super thankful for that! I've started getting ideas for more mechanics and weapons. I think a big thing restricting me with its current design is the limited level size, so that'd have to change, too. That being said, if you want to tinker with a similar game, by all means! It's not like I own the idea of a puzzle-platformer based around throwing stuff.
Thanks for playing my game! I'm glad you enjoyed it!