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A sweet and short entry, can’t say i have much to complain about it.

The game starts with a small intro that I accidentally skipped because i had to close the game for some troubleshooting and after you open the game again, it just skips it immediately, so i had to go watch it on the web browser version (but i played the game through the download version, im not sure why there is two similarly named files, one has the Windows logo, but the other has no description, so i cannot guess what is it for.)

The character, named Kei, is on their ship and gets pulled to an island through strong currents, and needs an object called an A.M.V.E.(Aquatic Maximum Velocity  Enhancer) to have their ship be strong enough to leave the island, so there we start the adventure!

The inspirations to Zelda 1 from the NES are fairly obvious, the 8-bit look is fairly well done, almost everything on the game is fairly well drawn, if this was a demo for a Steam game i would have definitely wishlisted the game.

I can only really think of 4 complaints i had about the game:

1 - The lack of music at the start of the game was a little jarring, i wasn’t sure the game had music at all until i grabbed the sword.

2 - The axe is so big and fast i saw no reason to ever use the sword after i obtained it, even though it felt the game wanted me to use the sword, since i kept triggering random things just by swinging the axe around.

3 - The boss life bar didn’t display properly, after it went to 0 i just kept fighting it for a while longer, it felt like it had twice the HP it was being displayed.

4 -  I saw the Claymore after i grabbed the A.M.V.E. and was going towards the ship, it felt a little random to see it after i was leaving, but honestly i probably would have kept using the axe anyways.

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Here is a video of me playing through it.

Thanks for the honest feedback and the video playthrough!

The idea is that the boss has a "last breath" attack where he will fire 20 projectiles before dying for real, but each hit on him will take away one projectile. I should probably have just set his health bar to 20 and make it lose 1 HP for each projectile to have a better visual indicator of what's going on.

Balancing a slow & beefy weapon vs. a weak but fast one is definitely a big challenge. In most games that I've played, usually one of them ends up being better in almost every situation. Personally, I'm always biased towards the slow and beefy weapon, which is why the axe is the way it is.😉

I agree that the axe probably shouldn't have been able to trigger gravestones and campfires. There is a secret in the game that involves NOT hitting a campfire with the axe, but I probably could have thought of a different puzzle to put there.