Really sorry about that :( we’re working on a save system right now, should be out in the next few days!
IChiu
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Pretty cool game! I see you've worked on patches to address the most pressing concerns, so congrats there! If I could give a little more feedback, I think the hitbox/click size of the number buttons should actually be larger than the visual. As mentioned in another comment, it's a tad frustrating when you click the number and you think you clicked it, but in reality it doesn't register. I think giving some leeway with those inputs would help exponentially! This is a similar idea in other genres, like platformers! In platformers, any spikes should probably have a smaller hitbox than the actual visual to make the game feel more fair. And same with coyote time too, giving the player a bit of forgiveness for messing up their inputs by just a few frames. I bet you could apply the same design principles here to improve your game!
Overall, really neat concept and definitely room for expanding on it! Congrats again!
I like the movement! It's quite fun to platform with these mechanics, and the speeding up mechanic felt pretty good to use. I especially like the wall boost mechanic and I see lots of potential for using it in fun ways. In the future, it would be nice if the boost was like an actual jump and had some animation so that it doesn't look like the player is just teleporting up, but the mechanic itself is quite nice.
I also found it weird when I was trying to jump but was also near a wall. It would register me being on the wall first and would perform the wall run rather than a jump. I think in most scenarios, the player would intend to jump instead, so having the jump be performed as priority rather than the wall run would be a good change.
And slight nitpicks, I think the death SFX was a bit long, especially since you respawn so quickly. I like the fact that you respawn quickly though, so maybe if you could get a shorter death SFX that still fits, that would be good. I also found the timer to be a bit strange, mostly due to it not standing out in the UI. I had completely forgot there was a timer, so it surprised me when I lost because of it. Maybe if the UI for the timer was larger and in the top center, it would be more noticeable. Depending on your level design and your designs goals, I'd say the timer mechanic you could keep it or leave it.
Overall, pretty cool game! Graphics are really nice and the platforming itself was fun and never frustrating for me. Congrats!
Really great game! Loved the idea, the execution, and the challenge. My only nitpick was the marker hitbox felt pretty unforgiving. I would barely graze an edge and would die. Maybe it was intentional? It does add a bit of frustration, but even with frustration, I didn't care because the game was so satisfying and fun to wiggle through tight spaces that I didn't mind pushing through. Anyway, I was thoroughly impressed. Great job! I would love to see more!
Really cool spells! I especially liked the orange one that spawned falling blocks! Unfortunately, I got through the tutorial room and then the game didn't progress afterward, it was stuck on a black screen. But from what I did play, there was quite a lot of content! You had 6 different spells and various enemies which is definitely a lot to pull off in just 7 days, so congrats!
I would say my feedback is similar to what others have said! Mostly just the slippery movement and the large amounts of knockback. I also found that some spells felt unbalanced, but that's to be expected for a jam. Going forward, you could probably increase the damage output for some of the spells like the bomb since that one has like a "wind up" time and is difficult to aim upwards. I would say adjust the damage output and such based on how easy it is to actually use the spell or something like that.
Overall, really cool idea and very fitting for the jam! I personally found the controls to be fine, but I guess it's subjective. Congrats!
Really frantic but fun! I liked how you could put the shopping cart through walls, it made for some more creative uses of the movement and the map, so really glad you allowed that! I really like where you're headed with this game, so some suggestions: In the future it would be nice to have some sort of idea of where the mom will go next. I think it's sometimes nearly impossible to get to a fruit when it's on the other side of the store, even when using my dashes, so it might be good to at least have an indicator so that the player can start going to the next location before the mom starts moving again. This could be in the form of a thought bubble above the mom about what she needs next?
Overall the movement was nice! I think some more UI elements would be incredibly useful, especially for when a dash is ready and how long the dash is being used for. At times I would continuously hold Space, and accidentally dash twice when I didn't mean to, losing a fruit. I also think that for balancing purposes, maybe have a speed-boost-type mechanic that does not remove a fruit from the cart. This way the player can reliably use that skill, and can choose to use other ones that are more effective at getting from point A to point B but have that possible chance of losing a fruit.
Overall, really neat concept and fun to play! The artstyle was also nice and charming, and there's definitely room for different map layouts, different mechanics in the map (conveyor belts?) and other cool stuff! Great job!
I love this concept! Having to multitask is actually quite fun, and I can see cool potential for different notes, or even having to control your scroll-wheel so that it's not always constant spinning! Or maybe a mechanic where you need to control the scroll speed as well? You could also do something where the direction you scroll will determine which way to record turns, and could do some cool things with reversing the song? There's lots of potential here!
I think some of the notes felt off-beat, at least the Pop SFX that plays whenever you play a note. It would have been really nice if that pop was on beat with the music, adding to the game feel and satisfaction! I also wasn't sure if there was any penalty to stopping the music. It looked like my combo was still maintained? Maybe having some sort of penalty to stop the music would add some more difficulty to the game, but for a jam it's perfectly fine.
Overall, really great job! The idea is really unique and fun, and you nailed the visuals and polish! Congrats!
Really cool mechanic! I like how you give the player so much control over the level, there's lots of rooms for secrets and such depending on how you turn the gears! In the future, I think it would be nice to have zoom feature, where you could zoom out the camera and see more of the level. There were times when I wanted to look more above and in front of me, but the camera was restricting so I couldn't get a grasp on where I was in the level.
In level 1, there was quite a lot of platforming and different mechanics like rotating platforms and spikes? I think you could introduce these mechanics more gradually, and putting a lot more emphasis on your core mechanic (spinning the gears). Overall, I think you could use the spinning gears mechanic more often in the levels since I would say it's the most interesting mechanic here!
Otherwise, you have a lot of good stuff here! The art looks really good and the movement feels pretty nice. Great job!
A pretty cool game! I liked the variety of attacks, they all felt unique and I could strategize how I used them.
I was a little confused on how the progress bar worked. It looked like it only went up after I did an attack? But one time I think I did an attack and it didn't go up? I'm not exactly sure how it works, and so I'd say it only tangentially applies the theme. It would've been cool if one of the attacks was to spin! Or something. Maybe that move could increase the progress bar more but does less damage?
I also wasn't sure how the die that determines how many things the president says impacted the game. Did it make it so the progress bar has a larger max value, therefore taking longer to fill up? I think some of those core mechanics could be explained a bit more explicitly.
Otherwise, I loved the art style, the dialogue system was very clean and smooth, and the dialogue itself was fun to read! The animations were also really great. Great job to you and your team, and congrats on your (supposedly) first game jam!
Really neat game! I liked the multitasking and the spinning in the chair animation! I liked how later on I got a lot of unique prompts that I hadn't seen before, forcing me to actually read and figure out what my action should be rather than go off of memory.
If I could give some feedback, I think for the fill in in the blank one, it might be good to include negative responses that are correct in some way. I found myself just looking for the word that was more positive rather than reading the prompt, so that could help spice things up. Maybe if there was a competitor to Whiskers, you could write negative things about them instead? I also felt that minigame was a little hard to understand at first. The tutorial for it is pretty small, so I didn't actually figure it out until my 3rd try I think. I kept trying to click the actual word instead, maybe because the words looked like buttons? I'm not sure, but not a huge issue since I ended up figuring it out anyway.
I felt that some of the keep vs trash documents were a bit hard to understand. Maybe because I was reading them so fast that I couldn't actually comprehend them XD but like the 9 out of 10 that mentions a dog or the one that mentions a lion, I didn't really understand what those meant and kinda just guessed whenever they showed up. So maybe a little bit of clarity there? But it could also just be a reading skill issue lol
I wasn't too sure how talking to Whiskers impacted the game in terms of the player's goal. I couldn't tell if reputation was being impacted based on my answer, but I thought that it shouldn't since you're talking to Whiskers' themselves? And so I didn't really know whether my answer actually mattered or not, so sometimes I would just pick the funny one. To solve this clarity issue, I think putting a pop-up whenever you actually increased/decreased reputation would be nice! Something simple like that could definitely help the player understand how the mechanics should be working.
Overall, really great job! The art is fantastic and I loved the intro cutscene! The cutscene was done so well, that it didn't really need words to explain anything because just looking at the panels was enough context. I really enjoyed this game! Congrats to you all!
As others have said, great effects! Hitting other beyblades was really fun and it was satisfying to knock others off! I'm not exactly sure what you were going for here, but I think it would have been nicer to restart at round you were on. At least for a jam game, it would reduce the tedium of having to go through previous rounds. I was stuck on round 3 for a while and still can't get past it, and having to restart previous rounds is a little annoying.
I also wasn't too sure what the UI indicators were (hit bars and knockback bar?). I think a short explanation would help. I saw the instructions in the bottom right, but I think some things were still unclear.
Otherwise, there's lots of cool stuff you could implement! To add more decisions to the gameplay, you can add a jump for the player, and if you land on another beyblade then that does a lot of knockback! And there's lots of cool ideas for like special attacks and abilities and such, so really great foundation here!
Congrats on your submission! Really great stuff!
This is cool! I really like the player movement, it feels smooth and the animation adds a lot of charm! I think this game could benefit from a larger camera lens and smaller map sizes. The levels are quite large and the camera is very zoomed in, and along with the fast movement speed, I tend to lose my bearings in the levels. We also start off without knowing where the end goal is, so there ends up being a good amount of just running around hoping to find it. I think these issues could be fixed with smaller levels and a larger camera lens since that way we could see a larger percentage of the level at once, making it easier to traverse and figure out where I should be going.
The boss was also quite challenging, I think it jumped around too much in I think phase 2 (below 50%)? So I could never get a jump on top of it, even when trying to time my jumps when the boss lands. Maybe also reducing the boss size to make it more fair with how high the player jumps?
Otherwise, I really like the idea of being able to change the camera perspective to walk on walls and such! It was executed well and I had a fun time!
This is so cool! I love how you allow the player to just spin the colors freely for fun, really nice touch! The puzzles were fun and surprisingly became more difficult! At first, I was curious how you would be able to ramp up the difficulty, but you succeeded with (assumingly?) "longer" patterns and colors that are closer together on the color wheel.
I dont have too much feedback! My only nitpicks are maybe having some way to speed up the rotations to quickly get through some of the patterns, and also faster rotations might look cool too! I also think the "fail" sound effect was a little harsh and unsatisfying, unlike the success sounds. Now that is probably what you were going for which makes sense, but maybe it could be a little less harsh since the game is trying to be relaxing, and the fail sfx kinda adds a small sense of anxiety. But these are just nitpicks. Otherwise, you have a really fun and relaxing puzzle game! I hope you can find some more ways to expand on it! Congrats!
This was so so good! Made it to the end with 1447 points. Took a little bit to understand how to play (I was lazy to read instructions lol) but the UI and game mechanics were so intuitive that I could understand it pretty quickly. I honestly have almost no feedback to give, I loved every bit of this game! Audio and visuals were great, there's enough content to keep the game interesting throughout the 4 bounties, and I love how you can really strategize with your discards and try to take control of the randomness.
I think the only feedback I could give is the UI elements for discarding and casting cover parts of the wheel, but sometimes I wanted to count how many of each pip number or rarity were available to determine my chances of landing the one I wanted, so maybe arranging those buttons out of the way or giving a "see through" option to look at the wheel would be nice. And for the 4th bounty, the "need exactly 6 pips" bonus thing felt a bit too easy for the last bounty, but I'm glad it was there because it allowed me to win lol. So maybe just a bit of balancing there? But honestly I loved it anyway
Really great job! Congrats!
Honestly quite fun! I did not expect that type of gameplay from the intro cutscene lmao. Overall I really like the design of trying to carefully maneuver so that you only remove the desired people. I do think that the game design could be spiced up by having another reason to stop spinning, because most of the beginning of the game I could just hold Enter and wipe everyone out, but having more incentive to stop spinning would be a great idea! (maybe spinning gives you less controlled movement?)
I also would have loved if the music loop ended right when the timer was up. It would have added another sense of polish. Since the music began to fade in the middle of the run, it felt a bit awkward, but if you could have it fade out just before the timer hit 0, it would feel much cleaner!
Otherwise, I really like how you actually hid the progression at the very end, giving the player some tension and mystery about whether they actually succeeded, and you hide it at just the right time before I was about to cross 50%! This is a really solid entry and a fun experience, great job!
This is actually quite fun! I also didn't realize I was controlling the ground, but once I figured that out it became much more intuitive. I think a quick prompt at the beginning of the game to explain that would be helpful, especially since it feels like I would be controlling the actual player character instead. I think since the game is quite difficult, a little bit more time for each level would be nice (or even no timer at all?). Like for the first level, it was really tight trying to get all the drinks and also win. I think in general, it's a good idea to let the player have a few easy wins at first so that they can get a feel for the game and its mechanics, then ramp up the difficulty slowly.
Otherwise, really good job for your first game jam! I hope you keep at it!
Really cool game! The movement felt pretty good overall, and the bomb ability was really cool! I think when attacking, it would be good to ensure the player stays facing the same direction they attacked while the attack animation is playing. I found it unclear when I was actually landing hits. Some more visual feedback could help too, like adding a white flash to the enemy after striking it.
The boss was cool, but I wasn't sure when it was attacking or why I was taking damage. Sometimes my HP would drain to almost 0 and I wouldn't know why. Maybe some more clear indicators on the enemy attacks would help, or make it clear if there's contact damage or anything (I couldn't tell lol).
But overall, there's a lot of cool potential with the mechanics you have in place, so great work! The game was fun to finish!
I really liked the game premise and the bits of story we learn at the beginning! Gameplay was overall fun to play! I agree with most the other comments' feedback. If I could suggest something, a smaller player character could help improve the experience a lot. The rooms all feel pretty cramped since the player is so tall, and dodging enemy attacks become much more clunky, like with the Eagle boss and the horizontal beams. With a smaller character, the map would be easier to traverse, and enemy attacks will feel more forgiving. I think it's a really quick change you could make that would really help game feel!
Another thing for the future is that the upgrades like dash and double jump don't have too many clear use cases. For metroidvanias, I think it's a good idea to first show the lock (maybe a gap that's too far to jump across or tease an item that's out of reach), then have the player discover the key (like the dash or double jump) so that they can go back to the lock and progress. I think this makes metroidvanias more satisfying to play.
Otherwise, really like the artstyle and music, enemy designs, and overall concept! It was a fun experience!
Thank you for playing and reaching the end! I definitely should have at least put a warning before ending the game, but hopefully our much-needed save system will fix that in the future! I'm really sorry you experienced audio issues, I'm not sure how that happened as I've never experienced it in my testing. Perhaps a problem with our browser build? I'm glad you were still able to push through the game despite the lack of audio feedback, as it really adds a lot to the experience.
In terms of gameplay, I agree with a lot of your points. We would have loved to include a fast travel system to cut down on traversal time, but wanted to prioritize other mechanics and features. In the future, we would implement other mechanics that really encourage more grapple charges (e.g. grapple charges not always resetting when grounded, specific grapple recharge points, sections that use more grapple charges than usual, etc.), but hopefully our base mechanics give a good sense of what's to come!
In terms of the key items feeling unnecessary, that was partly intentional. The idea was that certain pathways could be traversed in different ways. Maybe the Bubble Blower would help reach a section that's too high up, but if you have enough grapples then you can try to manually grapple up instead. This gives alternate ways for players to reach their destinations which we hoped would give players more freedom and allow for unique playthroughs. Same goes for the Umbrella: Purchasing it helps to reach farther distances, but we provided alternative routes so that the Umbrella isn't an absolute requirement. This does mean that if you already traversed routes where the Umbrella would have been helpful, it becomes less useful. We hope that for future development and level design, we'll be able to create more scenarios where those tools can shine.
Thanks again for your detailed feedback, it's greatly appreciated!
This is cool! I liked the variety of traps and the dialogue! I think it could help if the player could move around as well? It was a little confusing how I was collecting gold, maybe just from killing humans? Maybe you could force the player to move around and collect the gold themselves to spice up the gameplay. I also felt the audio was quite abrasive, I think for dialogue you could go for a more subtle "pop" SFX. There's lots of free ones on Pixabay. Otherwise, you have lots of cool mechanics working together well. Congrats on your submission!
This is a really cool concept! The tic-tac-toe mechanic is pretty cool, and I liked how it wasn't too easy to always match the correct preferences every time. You also had a good variety of mechanics that work well together. If I could give some feedback, I think the bonuses could be a little more clear. I wasn't exactly sure how much of a bonus I was getting after finishing a square, so it could be a good idea to have the actual multipliers incorporated into the UI as well. I would have also liked some sort of redraw/discard system (although it would probably take quite a bit of balancing) since sometimes I would play a bad card randomly to try and reroll for one that would fit. Of course, these things are definitely post-jam things, but just some thoughts!
But overall, I really enjoyed your take on the theme and the SFX's fit well. Congrats on your submission!
This was really fun! The bubble attack felt unique and fun to use, especially since I could spam it. To balance that, it might be worth it to increase enemy HP a smidge? Most of my enemy encounters ended pretty quickly, even in large amounts, so more enemy HP could maybe balance that. I also think dying immediately when hitting spikes is a bit harsh, especially since there's not too many save points scattered around. I also didn't realize I needed to press Load Save after dying, so for a bit I kept starting new playthroughs! A quick prompt on the menu could clear that up.
As a metroidvania, I really like the mechanics! The bubbles floating up is especially unique, and I love how all the abilities are toggleable. I also enjoyed the first boss, really surprised when I saw it for the first time! The boss itself was also designed quite well, and it's attacks looked really polished. Unfortunately, I got lost and didn't now how to proceed after getting floating bubbles. I wish I could have gotten further, but you have a lot of neat stuff here! Congrats!
I really loved this game! Finished in 17 min with 66%. I probably could have backtracked more, but oh well. At first I wasn't sure what to, but that didn't last long. Once I got it, this game felt so clever! But maybe it would be worth it to put a rough image that subtly shows how the main mechanic works? Maybe it's not necessary, but I think it would help with that first barrier. I also think the extend/retract speed could be increased. You have to extend quite far up in some cases, and it's a bit tedious having to wait for it, especially if I mess up a jump and need to re-extend it. I was also a bit unsure how those door things that gave me new abilities worked. Sometimes it rejected me but sometimes it worked? Maybe it's dependent on your current progression, but it would be nice to clear that up. And of course, a simple music loop would really boost the experience.
Otherwise, I really love all the puzzles and how I could get creative with extension mechanic. I'm not sure if it was intentional, but it felt like I did some sort of skip by perfectly aligning the screws in the grassy area to jump up, and that felt really good. I also liked how the transition from the gray facility area to the nature-y area had a few tiles of overgrown greenery to signal the change in room, really nice!The artstyle is really nice and cohesive, and all the sound effects work perfectly for me. Really great job, and really clever take on the theme! Congrats!
I really love the movement, it feels good to move around and dash everywhere! The attacks are also fluid and feel good to use. Like the other comment, I was confused on the combat system. From what I can tell, you need to hit the orbs back at your enemies which requires you to first hit them and damage yourself? That kind of makes sense, but being able to execute it seemed quite difficult. Maybe reducing the enemy difficulty at the start or having even easier enemies to start off with? But I really like the idea of how your HP is tied to your damage output, it might just need some balancing and tuning. One quick thing, it would probably feel better if you could interact with an item regardless of the direction you're facing!
The aesthetic is really great and the characters are charming! Great job, I really wish I could have gotten past the combat barrier and keep playing!
This is really great! I love so many aspects of this game, definitely underrated. The grapple is fun to use, all the weapons are satisfying and unique, there's a good variety of enemy types, and there's just so much content! I wasn't really sure what my goal was, but I got to 56% completion and had to pause. If I could give some feedback and things I noticed:
There was one enemy I killed (XP dropped) but didn't disappear, I think it was pretty early in my playthrough in Shallow.
I feel the speed of the player could be slightly faster at the start. While the movement speed upgrade was great, I think base speed could be a little faster just so that it's not too tedious and slow.
I'm not too sure I agree with losing XP on hit. I would say it's a little more annoying than fun as it's quite punishing, especially if you're weapon is at max level--just one hit and then it's downgraded to lvl 3 which doesn't feel good. Maybe only lose XP on death? Or ensure once a weapon reaches a certain level, it can't be downgraded?
Moving around in Shallows was quite difficult, especially when there's nothing but ceiling to grapple onto. That one long room with spikes on the floor could probably benefit from some platforms in the middle? Just to make maneuvering more fun while still maintaining that challenge you likely intended for. Maybe there's an upgrade later that I missed or haven't gotten that helps? Not sure.
Overall, I really love this game! The metroidvania aspects are done really well, the combat feels rewarding, and the graphics and audio just added to the experience. Really well done, and congrats! I will definitely come back to continue where I left off.
This concept is actually pretty cool, you can get creative with how you use the mechanic. I did unfortunately get stuck early into the game, I got one ice cream and then didn't know how to proceed. But for your first game, this is really impressive! I'll give a few quick points of feedback:
Some more contrast between the checkpoint sprite and the background would be nice. It's still visible, but it blends in a bit too much. You could use a lighter color like white for example. Clarity is super important in these types of games!
The tutorial at the beginning was really great for teaching you how to use the mechanic. I think more of that would be good. You could consider starting the game reallyyy slow, to the point where it's almost stupidly trivial. This ensures players aren't getting stuck (like me lol) too early into the game so that they can still have a good experience. Even if it seems too easy, it might actually be the perfect difficulty to start.
You could try to set up checkpoints throughout the game. It's a bit frustrating when you're forced to restart at the very beginning, especially if you've already made good progress. Having to restart those previous sections probably isn't best for this type of game, so having checkpoints would be really useful.
I hope this feedback helps! I really like your idea, so keep working at it! Congrats on submitting for your first game jam!
I really like this idea! The graphics look really nice too, especially the crystals! I think it was a little too hard for me, even on Normal mode, the amount of crystals that swarm you was a bit overwhelming. It might be more balanced with a shorter delay between placing platforms? That way I could block off the crystals and then keep making platforms for myself too. It might also be good to start the player off a bit slower with less crystal enemies and wait to introduce the shooting one to help ease the player into the game more.
But I really like the concept! I hope you continue this project in the future, I see a lot of potential. Congrats!
There's a lot of cool mechanics, and I love how you can choose which ones you want to use! I really liked using the blast ranged one that gives you a knockback boost. If I could give some quick feedback on things: The music didn't end up looping for me which was a bit sad since I quite liked it. For SFX variation, you could do a little bit of pitch randomization (0.9 - 1.1) to keep the SFXs feeling fresh! I was also confused on what those statue things were, maybe I had to interact with them? A quick prompt or keybind would be really great for times when the player is introduced to new mechanics or abilities, although it might be a bit difficult with customizable controls. Lastly, some knockback against enemies you attack could improve game feel, making combat even better. I also ran into a couple bugs, one near the beginning where I fell off the map using double jump, and another where a vertical transition going up didn't work.
I'm writing this much since I really like the mechanics here! You have a lot of the cores systems down, and there's great potential for varied enemy types and playstyles. The graphics and animations also look really great! The screen transition is also super clean. Congrats to you all!
I really like the combat mechanics! The dash slash is very cool and satisfying, and the mount and kick is really unique! I also love how it heals the player if you hit the enemy against the wall or against other enemies (even if it doesn't make sense lol). This encourages you to actually use the technique in combat rather than spamming dash-slashes in large groups of enemies. Although, I think it was a little finicky, but that can be improved with polish. The movement and camera perspective was also unique and not too bad to control. I would have liked some more variety in the exploration since a lot of it feels like long hallways. I also think some enemy attacks could be telegraphed more. For example, the triple shot things were hard to predict when they would shoot, so I couldn't really figure out my window to attack. But I liked the "metroidvania" mechanics with the eye allowing you to see more platforms and the dash slash acting double duty, allowing you to also break down walls.
There's lots of great stuff here and the presentation is solid! Congrats to you both!
I really like the flower enemy that shoots multiple projectiles! It forces me to play a bit more carefully and it's not too easy or too hard. The game itself was pretty fun too. For a metroidvania, I think there could definitely be some branching paths. For example, after getting the dash, the path forward was still linear, so you could probably tease another pathway that requires the dash to progress beforehand. The boss at the end was really cool, I liked the animations! I think it could use some more clarity on the attacks though, and less enemies that spawn since they tend to be more distracting rather than adding to the fight (I ended up just ignoring them and focused on the boss). I also think some more platforms to maneuver during the boss fight would improve the fight a lot since it would give more options for dodging.
Otherwise, you have a nice variety of enemies and gameplay was engaging! Congrats to you all!
Thanks for playing! I can see how switching between tools can get tedious, I tried reducing the amount of friction for that as much as possible, but clearly still some tweaks we could make. For the tools, we wanted some to be simple and some to be unique, so some tools are solely for pebble collection, while others aid exploration! But in the future we could definitely add some other functionalities to the simpler tools.
The effects are really great, I love the camera shake and slow-motion! Gameplay is quite fun as well! Some things to consider: I feel it's more intuitive to attack with Left Click and dash with Right Click since I tend to use attack more while playing, but maybe it's just a preference. I also encountered a bug where at the beginning of floor 2, I dashed behind me and glitched outside the level lol, not a big issue but kinda funny it happened. And maybe this isn't too necessary, but an actual health-bar or something similar could help players know how much HP they have left. The red blood effect works well, but it's difficult to know how close I am to dying without first doing some trial and error to figure out how weak I actually am. I also didn't realize I could parry enemy attacks, but once I figured that out, I could easily spam attack and carefully defeat all the enemies which kind of trivialized the game? Maybe you could introduce new abilities or other enemy types to add more depth to the gameplay in a post-jam version, but there's a lot of amazing components here that all feel cohesive.
Really great job on your submission!













