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Have some sort of dev flag when you output the game so you don't show the stupid 'quit to desktop' on a web app, which only crashes the game.

The chain looks very floaty, unless you add a shader to make it look magical or something it just looks not well done. Also, maybe make the top of the chain post thinner. When I first saw it, I thought it looked thick enough that maybe I could climb and stand on top of it.

Why are dodges limited by stamina but not chain swinging?

Skulls are a fun twist, where you have to keep track of the shots before throwing at the end so it doesn't blow up your hands. I noticed that if I had a skull in my hands the next wave wouldn't appear(since the skull is still alive), which I just bring up in case you wanted to allow holding onto those between waves. Also, I notice that if I swing into a skull while holding one it will just replace the one in my hand, intentional? But if so, the skull I was holding should blow up or be thrown away or something.

In the heat of the action I found it hard to tell when enemies were stunned enough to rip the weapons off of them. Oh wait I just didn't understand it I think, I thought I had to punch an enemy several times, but I just need to punch once to then grab? Okay so going back to the tutorial, the reason I was so confused was that you use the basic skele model, but give him the gray resistance bar, so when I went into the new game I thought they all had resistance bars, yet not noticing the lack of one since I was in  kickass mode.

Giving the "RMB to do big attack" while holding a skull is a dumb troll, only do it when you have a sword or something. I'd maybe remove the RMB while holding skull, but I guess it's skill to not accidentally nuke yourself?