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Really cool idea with having to un-spin to not get dizzy. I wish the game played more into this aspect than the combat.

I was able to beat the boss but I didn't really know what I was doing in the rooms / how to attack in the direction I wanted to.

The dialogue with the npc were funny though.

Thanks, I originally intended the weapons to be more about spinning (like the flail), but then later ended up adding more non spinning weapons instead. so that's probably why. The Ball mechanic was supposed to have a bit of a boost when you would spin, but I think i might have bugged it out a little.