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(+1)

I figured out a cheesy strategy by wave 7 where you just dash to the roof 4-5 times then kill all the enemies that were pooling on the floor, hit the obelisk, and repeat. 

In my floor dashing era (waves 1-6), I really liked how the dash had weaknesses in its downtime which added lots of mastery in timing instead of holding that I had to figure out. If you make sliding right before a hit one-shot the red guys, that would've been awesome, but like your first comment, I understand time constraint stuff.

Overall it's really fun for the first 5-10 minutes, you succeeded at that, and I really shouldn't rate lower because there's not much more content, it's a game jam after all. Sorry if I'm being too critical.

Also I really like the slamming into obelisk sound effect + bounciness did you hardcode the bounciness or did it just happen?

thanks for the criticism. (you werent too harsh btw)

the game is definitely pretty cheesable, i noticed that but wasn’t quite sure how to go about fixing it (aside from flying enemies, which i originally had intended to add)

also im happy that the dash timing thing worked as intended, that was the goal, to have dashing be atleast somewhat strategic since you arent always damaging.

as for the bounciness, yeah that was intended, i created a function that basically just did a reverse dash.