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(+1)

Okay, I gave it another shot and I am now able to fangirl over the game. 

I would like to share a little 'pro-tip' I figured out: The point in which you grab the weapon in order to throw it greatly determines the momentum applied to the spin. The purple dot in the middle of the handle represents the 'neutral point' in which the spin is really low, while the closer you get to the edges of the axe, the spin is more aggresive.

Isn't that impressive? The way this game controlls and feels is just right for the kind of experience it wants to provide. Not a lot of rage inducers provide the player with the feedback this one does (the preview of the throw is just fantastic and helps reduce the unfairness since it is usually spot-on with the predictions). Unfortunately, I don't have enough patience to pass through the first stage and get the other tools besides the axe... ISN'T THAT IMPRESSIVE?? THEY HAVE MULTIPLE TOOLS! WHAT??? I'm so glad the mechanics are as simple as they can get for this game so the devs could focus more on the level design and expanding the scope of the game. I wish I was as good at games as I am fangirling so I could see the complete potential of this game. Your game sure deserves the popularity it has! Congratulations!

(+1)

Thank you so much! Such a nice comment.  Congrats of figuring our how to control the weapon spin not everyone does but it's always satisfying when they do :) 

And you where spot on with the simplicity,  we wanted a simple mechanic to give us time to polish (last year we overscoped and neither the development nor the game were fun).  

Also many players have said they where not able to unlock the weapons, so post jam judging, we will upload an update that makes it easier (we didn't unlock them from the start because the level was designed for the axe but sadly the stage 1 is to long)