Alright I beat all the bosses! Mechanically this is really cool, and honestly a large game to make for a jam (I meant as a good thing), but I think there are several aspects that could polishing. Also if the people who worked on the game are on itch.io you should add them as admins to the game. I think using the scythe to attack shouldn't lock the player in place, but I do understand why that is the case when you throw it, but I think if you let the player move in both cases it would make it feel so much smoother. The computer enemy seemed a little unfair, I think that's partially because of movement stopping when swinging though. Lastly I would add environmental markers to let the player now where to throw the scythe if the target is off screen.
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Thank you so much for playing! Yeah I tend to get a little too overambitious with projects so that's why this is a bit long lol. To answer some of your criticisms:
1. Moving while throwing the scythe was absolutely a plan originally but having to implement the animator to contain all the different instances was a bit daunting to me for the amount of time I had so if this becomes a full game you can bet it will have that as a feature
2. The computer enemy was a bit tough to beat for sure. I felt the paper was too easy so I wanted to add a sort of mini-boss type character but balancing was not really done too well on it unfortunately
3. When you say environmental markers do you mean like an arrow pointing to where it is off screen? Just curious idk what you mean by this.
Thanks for also suggesting my friends to get itch accounts. I'll see if they want to get them so they can rate some games. Thanks again for playing and for the feedback!
For 3# yes you could put an arrow for a tutorial section for example, but in other cases you can add dark spots to imply they've been hit before. Other ideas are stuff like road signs or anything else to subtly show where you need to throw, like maybe a collectable you have to throw the scythe at to collect?