This is a really fun concept. I really enjoyed manipulating the sword and setting up attacks, and getting a good combo on a series of enemies in a line was also really satisfying. The hitboxes took some getting used to; I kept expecting the game to have some kind of perspective with hitboxes being around where the sword's shadow was, but realizing any part of the sword could collide made a huge difference since I didn't have to be as careful about aiming. Similarly the lack of explanation in the game in general was a bit of a hindrance; the in-game tutorial says to use O to use powerups, whereas on a keyboard it's Z. In addition, it's not explained what a "blessing" is until you buy one, and I noticed some powerups advertised as permanent (like the movement buff) went away after dying. An actual tutorial level would work wonders here.
Sadly, this game suffers from major lack of features. There are really only two enemy types (the towers and bubbles) and while each has their own variants (aimed shots, 4-directional shots, difference in health) they play largely the same to each other. The fact that the levels just rehash the same enemy types (and upgrades) repeatedly makes seriously discourages the player from getting deeper into the game.
I would like to see this concept expanded on, and I think some more enemy types (as well as more complex behavior) is the way to go here, as well as allowing the player to fight multiple types in the same room, and bigger rooms so the player has enough space to maneuver. Some ideas off the top of my head:
- Enemies that strafe perpendicular to the player so you have to time your attack.
- Enemies that deliberately try to get out from between the player and sword, perhaps you have to find some way to trap or block them to line up your shot, or you have to chase after them.
- More area denial, such as enemies that leave traps on the ground.
- Enemies that have shields or specific weak points that force you to attack from a specific angle instead of just calling the sword to you from any direction.
- A "twin" enemy that has two independent parts but can only be damaged if you hit them both at the same time.
- Some kind of bonus for hitting multiple enemies with a single sword swipe. Gold as a reward feels like really delayed gratification, what if you could charge up your special abilities through combos?
- I notice the sword has a hitbox that the player can't run through. I think using the sword as a shield to hide behind could make for some interesting gameplay and I'd like harder enemies designed around this idea.