That was a somewhat fun game, although the audio did make it a bit painful. Couple of issues you might want to fix:
- Noise when killing an enemy is painful (sounds like it’s just looping the first bit of an audio clip instead of actually playing the intended noise)
- The automatic attacks (when holding attack) are a bit inconsistent (need to move the attack away from an enemy to hit them again)
- The background audio doesn’t loop when it probably should loop (it just abrubtly stopping after a few minutes)
- The ‘quit’ button should take the player back to the main menu rather than doing an Application.Quit() (generally not a good idea to use that for Unity WebGL builds).
Still, nitpicks aside, this is a rather valiant effort. I would suggest considering adding some audio feedback for when the player gets hit/is revived/etc as well, maybe adding some upgrades (longer sword range? wider sword? who knows!) to help keep things fresh (maybe adding some roguelike vibes as well), possibly replace the black lines in the background with a rather dark red (so there’s less visual noise from the dark lines), but like there’s plenty of potential here, so, great work!