I spent like 5 - 10 minutes on level 6 before giving up lol, I think it's a bit too difficult ight now but I have to say I really really love this game regardless. The art and music are 10/10, and the gameplay is really well made! There's so many little details that make this a gem, like the little door opening jingle, the cool intro cutscene, the ui looking really clean and polished, etc. The idea of getting a curse every 15 seconds is such a cool gimmick and there's also a really fun variety of them.
My main complaint is that it's not clear enough what curse you're about to get. I like how it does tell you in the top left but when when you're focusing in battle, that's not readable enough. Adding a symbol that represents the upcoming curse would be perfect because then you'd be able to observe it in your peripheral and strategise a tiny but before it happens. Seriously, the amount of times a sudden drunken, blizzard or chain bomb has screwed me over because i hadn't noticed it was coming up...
Otherwise I don't think you need to change player's slippery movment / one hp system much at all because yeah it makes it hard but in a way where it's still very much doable. Just make the sudden curses less immediately unfair, oh and also make the flying coffin enemies more obvious when they're about to attack, and it will be peak.
Viewing post in Sands of Time jam comments
Thank you for the feedback. The icon idea is a really great idea for the upcoming curse. We named them after an "appropriate" egyptian god, with the intent of the player memorizing what each name leads to, but obviously you don't have time to look up and see what will happen next when you are in the midst of hectic combat. We definitely should have added windup animations to the Sarcophagus attack and, you didn't get this far, but the anubis enemy later on has a very similar attack.