Interesting idea. I'm honest because I see potential here and I want to help you guys with my feedback.
Art style was a very good choice! Music was an awful choice for this game however, it didn't suit the vibe at all and was too intense.
I'm not sure why my "clock" broke and I couldn't do any actions at the end. I was stuck and waiting for my death. Did I miss some information? I didn't understand the green triangular indicator on the clock. I thought that clicking on it would make the time speed up or my skill to deal more dmg, but I just started spamming spacebar and it worked better.
I love this kind of games, it reminded me of FFVII with the turn based combat and spamming the skills fast before the enemy does. I liked that you made a little story. I wished this was longer actually :D I got invested a bit
Thanks for making it and I wish you good luck!
Viewing post in The SwordMaster who controlled its own CoolDown jam comments
Thank you for your feedback, it's very valuable.
Like you've guessed, this isn't how the game is supposed to be play, basically, the longer you wait before pressing space, the more powerful your action is, and if you press space while the clock is on the green, you get a bonus to your damage or heal. The clock is just a tool to help the player find a rhythm, so the boss breaks it because he's evil!
Your comment really highlight that we need to make it more obvious how the game is intended be played, but we didn't have time to make a tutorial level despite wanting to; that's why the "how to play" section is so long and not great.
Thank you for your kind word, we're working on upgrading the game, for example, clicking now also make the countdown work.