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There’s a lot of great polish here, some cool 3D work which is always impressive in a jam! I like how high-octane it is, with the fast-paced timed gameplay, and the sleek visuals & juice (screen effects, slashes, etc.) really help with that feeling. I like the spatial aspect of the combat too.

I did find it a little bit awkward to play? The way the character jumps around with the attacks feels odd, and means my camera won’t stay still to let me draw accurately. It also gets stuck in walls a lot. The timer is also really short right from the get-go, and if you don’t kill an enemy for literally a second (easy to do if the camera doesn’t behave) the run ends immediately. I wasn’t able to get far enough to see a lot of upgrades, unfortunately. In general I agree with some other commenters that I didn’t feel I had complete control over my character. Making the movement/camera more friendly to the player would really help redirect focus onto that cool positioning/shape-drawing aspect.

Still, I love the energy in this one! Nice work!