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Thanks for the honest feedback and the video playthrough!

The idea is that the boss has a "last breath" attack where he will fire 20 projectiles before dying for real, but each hit on him will take away one projectile. I should probably have just set his health bar to 20 and make it lose 1 HP for each projectile to have a better visual indicator of what's going on.

Balancing a slow & beefy weapon vs. a weak but fast one is definitely a big challenge. In most games that I've played, usually one of them ends up being better in almost every situation. Personally, I'm always biased towards the slow and beefy weapon, which is why the axe is the way it is.😉

I agree that the axe probably shouldn't have been able to trigger gravestones and campfires. There is a secret in the game that involves NOT hitting a campfire with the axe, but I probably could have thought of a different puzzle to put there.