Huh, that was an interesting one.
First of all, I love Giselle and Famine, their designs are really cool and their dynamic was also very fun to see. The story as a whole is very intriguing, you did point out to some interesting worldbuilding implications, and I love to see it more fleshed out. (Like, what's the deal with Ann? Why are they a "faker"? A faker to who? Giselle? But they look nothing alike and doesn't even use the same kind of weapon... those are very interesting hooks that I would love to see explored more in depth if you ever continue this story in the future!)
Also, this game has a VERY strong sense of style, I loooveee it!!
I'm a sucker for clashing artstyles done right, and I'd argue this game does just that! Despite everything being essentially so different I think you did an amazing job making they all blend togheter in a natural looking scenery!
The cutscenes were also gorgeous! Specially the one at the end of course, it is noticeable a good chunk of the time budget went to that one, and it certainly paid off, it was epic.
The music tho!! I adore the music! It's amazing! And it's like, Trap??? I think it's Trap?? Anyway, I might be wrong on the specific genre, but like, it's such a super rare genre to see in a game like this, wich elevates even more the mountain of it's own identity this game already have!
I left the main menu music on loop while I write this, and it's also super soothing and pretty.... The main menu in general I think is also very good really.
Now, about the actual gameplay it uhhhh..... uuuh well.... it, exists, I'm afraid x)
First of all, the game claims to be a metroidvania, but like, it really isn't?
It literally have 2 separate levels and a bossfight, all with result screens and such, there is no exploring or backtracking at all.... Wich, of course, was not actually required for this jam, but it's weird to call it a metroidvania on the little itch.io catchphrase below the title...
Controls for movement felt fine, I like the running toggles with S/Down input, I've never seen it before, but it feels very natural, I will actually take a note of that for future keybinds in other games if possible.
Combat tho... oh boy, there's combat....
Firstly, Giselle's attack animations look very.... goofy. Like, when I click without anything to hit around she just like, anwkwardly raises her spear a tiny bit. And the other animations are also kinda clunky tbh.
What really feels bad tho is that there is really zero depth or thought put into the combat system at all, you just get close to the enemies and clicks, and if you get slightly too close they hurt you, there is no decision making, and everything about it feels very underwhelming and flat out broken.
The enemies also will have their attack animations cancelled when they get hurt or transition to any other animation at all, but the hitboxes will still be there, so Giselle just takes damage out of the enemie's breathing too hard in front of her, I suppose. But fear not, since Giselle's animations also get cut everytime, so she also hurts the enemies out of existing on the same vicinity as them! And yeah, I think you see the problem here...
The enemies should definitelly get a little staggered once you hit them, or if you think that'd make them too easy you should just not let their animations be cut out when taking damage and indicating that by something else like making them flash red or something.
Their attacks also need wind up frames! Right now you just get close to them and they instantly snap their swords at you, wich feels super jank! It's essentially impossible to avoid their attacks other than never getting close to them at all.
(Edit: An extra detail I remenbered about combat, this is way more of a personal nitpick than anything, but I also didn't like how the music I was vibing to would suddenly become a generic battle song everytime an enemy came close.... I appreciate the idea and I understand the vision, But I feel like dynamic battle songs like that work best when they are merely a few extra layers of instruments that overlays on top of the original theme of the level, just to get that sense of action, but transitioning it entirely always feels kinda jarring to me, I will just wish I could stay listening to the songs I was already liking so much instead)
These problems also extends to the fight agains Ann, I'm afraid the only way to defeat them without taking damage is to do a little spear poke at their knees, back off a little bit, poke again, jump over them with the wall jump, rince and repeat... wich is... not really exciting (It is very silly, thought).
I think that's kinda it, thanks for submitting!
(Also last thing, but just clear up some confusion, you mentioned on the jam field that "the game was made with python, I guess", but also said on the game's actual page it was made on Godot? I'm not really a programmer myself so I have no idea if both things are possible to be true, I'm just curious lol)
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Thanks a lot for the input, most of the things you mentioned i am currently figuring out a way to rework them so this helps a lot, especially for combat since it's the thing i want to make the most enjoyable, as for the whole Godot/Python thing, basically Godot coding language is kind of a child of the Python language or at least i think so, all i'm sure is Godot uses Python in some way, that's why i said that, thanks again for the comment :D