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This game is super entertaining! Here is my breakdown:

*Graphics

The pixel art is good, it communicates what it needs too. For hits, I like the hit-stop a lot, and I think it would be even better if the person getting hit flashed white or something similar. Other than that the graphics are enjoyable.

*Audio

The games music makes the game have a very whimsical feel. This suits the game well, especially because the combat is a little goofy in nature. I do wish there were hit sfx though.

*Design

The combat is absolutely amazing. It is so simple but it has so much room for skill expression. The upgrades can help you lean into certain playstyles, making each run feel different. For example one run I did all speed, and another I did all damage. Both of these played differently, letting the player lean into how they want to play. Dodging enemies and trying to get hits is tough but very rewarding. The sword has long reach, and the axe has a wide hit, both have their purpose. The spear to me seemed like the less of both, less reach with less width. Perhaps it does more damage or is lighter so you move faster, I couldn't tell. If a stats difference was the case, it would be nice for the game to tell you the differences. The combat was so good I was sad with how short the game is, it only has a handful of levels. The story was also interesting and I would like to see where it goes, the dialogue about the prince made me think the prince was going to be a boss lol.

Overall this was a very fun and whimsical serious game, you have something special. The controls are so simple, this would probably do well on mobile. Keep it up!

Thanks for the detailed comment! Really appreciate it.


I do agree that getting hit needed a little more oomph to it, either through sound or visual effects, and seeing as someone else had pointed it out before, it's definitely going to be on my priority list for things to add.

As for the thing with the spear, you DID predict what I had in mind for it, which is to have each weapon affect the spinning speed/movement speed differently to encourage different playstyles, but unfortunately I couldn't add it. However as it is right now, the only thing special about it is that it portrudes to the side instead of the front lol.

As for the story, I was more focused on trying to make the dialogue rhyme than it making sense, as if the gaurds where readings some sort of poem like it's a play heh. Sadly literally everyone that i've asked about the dialog didn't notice the rhymes lol.

A forshadowed boss fight seems like a cool idea tho... will definitely consider it.

AGAIN, THANK YOU FOR YOUR FEEDBACK!