Parry mechanic felt good - it was a good balance between hard to execute without feeling frustrating. Boss was fun, attacks were similar enough to previous enemies that I knew what was going on while still feeling novel - that can be a hard balance to land! Second phase was a fun touch, especially fun to see in the context of a gamejam.
- I would've liked to see the fusion play into the gameplay a bit more; it felt like a missed opportunity to have a fused double-headed player character that had no real advantage to the mutation (arm vs sword but you could get that with a generic knight).
- I found myself just jumping past most of the enemies rather than fighting; something I've discovered in my own gamedev journey is that more health doesn't always mean harder, it just means more tedious for the player, and that's about how this felt - I think it would've felt better had it been less health on enemies with faster attack animation; slow animations + more HP makes the game feel like it's running in slow-mo