Originally, there was going to be a dash or parry for combat - but ultimately I never added these so that will impact the combat, which does need to be unforgiving by design as each individual enemy functions as a health pickup via possession. The combat itself is also rather unrefined, since there's only one enemy type and the sword hits everything it touches enemies can line up and essentially turn into just one enemy (unless you decide to possess it). Combat is generally unrefined due to a lack of knockback and preventing the player from just walking through the enemy, as well as animations which would make the enemy more punishing to get hit by, but also easier to read rather than waiting for it to stop moving.
On the sword throwing mechanic, this is likely a downfall of my own level design - originally I wanted a more open map but due to constraints from the jam settled on the two linear stages, ultimately I feel like these didn't demonstrate mechanics such as the weapon being picked up or statues being placed. Lack of enemy diversity also plays into the level design issue.
I will more than likely keep working on this in the future, but if I ever to turn ANUBIS into a full game I would need a team to do sprite work, animations, and sound design while I focus on what I'm actually half-decent at.