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(2 edits) (+2)

Like a 2D top-down action game, the game feel exciting to play. Controls are snappy easy to understand. The level design is quite good also. I didn't get to finish all levels due to getting killed and losing all progress. I don't particular enjoy losing all the progress that have been made after getting killed. It just frustrates me that I have to do it all over again.

I like using all the abilities, I wish there is a keyboard shortcut to toggle abilities. If there already is, I just missed it then, a quick pop-up will do great. The flute magic to make the water enemies vulnerable is too short. And I don't feel there's any change to the upgraded sword. I wish the sword range become further though. But, all in all, I feel all abilities have their appropriate purpose. During Skeleton Mage boss fights, I use the bomb and running around lot, it is very satisfying to hit multiple enemies at once! (Kinda wish the blast radius is a bit wider too though)

Since you are planning to make this into a commercial project, I will comment from a potential buyer's perspective. There's currently no motivation (or hook) for me to want to buy it. For this kind of game, there must be a compelling motivation behind, a simple short story at the beginning of the game would do the trick.
Since this is very similar to Link's Awakening or Binding of Isaac, I would rather just play those games instead due to the level of polish. Binding of Isaac is appealing to its unique artstyle and theme. While Link's Awakening was very early to market and they have high level of polish quality. So, to make me interested in buying, you would have to (a) have a unique theme with compelling background story; and/or (b) have higher level quality of polish compared to existing games in the market.
But this is me, other players may buy the game for other reasons.

But the base of the game is there. It's still in a very early stage to be an appealing commercial project. You should work out the appeal factor for some time first.

(+1)

Thanks for playing and the feedback.

We plan to make it a commercial game, but it is very early in development. We only have less than 2 weeks of work on it so far. Maybe we didn't need to include the comments about where it is headed, but it also helps to get early feedback that can help to shape it and make sure we aren't missing anything that might be obvious to others.

We plan to add an option to continue playing with some progress kept, such as gained Tools & Abilities, and probably a save feature. We agree that it is not fun to lose everything and start over, but all of our time working on it so far has gone into getting the core in place.

For now you have to select your Tools on the menu. The default to show it is E. We are thinking about options for changing tools and how best to implement it.

All Tools & Abilities are going to be refined. We will take another look at the whistle duration, and check on the sword damage. We intentionally limited the bomb radius to make sure it wasn't too powerful, though we will continue to evaluate it and maybe it can get a small bump in size.

We don't currently have any story, but do acknowledge that there will need to be something. We want to get a good core gameplay working before we do any story so we don't go down the same feature creep rabbit hole we did with Hungry For Loot and let the game get out of hand. We are taking inspiration from (S)NES Zelda games and similar games from the era. Right now we are using an asset pack, but are likely going to do at least some art of our own, and maybe do fully custom to have a more distinct look, depending on time. We will definitely be doing a lot more polish before we put this up for sale.

Thanks again for giving great feedback to us, and to the other games in our jam!