Stylishly adorable and pretty smart mechanically to boot. Nice to see a game finally tackle every gamer's worst enemy. The presentation as a whole was hilarious, but great
I love how the various enemy types force you to adapt on the fly and improvise how you'll go about collecting sword pieces. The enemies with a shield forcing you to collect as many sword pieces as possible to get over their limit, and the enemies with a timer more or less forcing you to prioritise them, else the game ends
Also loved the inherent strategy of deciding whether to swing clockwise, or counter-clockwise to cover as large an area as possible
However, I do an issue with the game, and that is that it's pretty easy to get screwed over by randomness.
I know I just praised the enemy variety in the game, but you often end up in situations where you're blocked from being able to go near the timer enemies in time, or you're blocked off from collecting enough sword pieces because of the amount of enemies that spawn. This usually leads to you having to clear them up so that you can actually get sword pieces to clear the timer guys, but by then you've lost.
I think if enemies spawned a little further away from the player, it would mitigate this a little, but then it would still lead to the player getting stuck if they have a very large sword, so really the only way I can think of to mitigate this is to balance the rate of spawn of enemies.
But otherwise, this is a damn great entry. Kudos to your entire team