Enjoyed the game. The feel of it is very nice and fluid. It is very satisfying to crouchslide jump into an sword swing above an enemy. And the main mechanic of resetting your position after a pickup is pretty dang cool.
I'm not expecting many changes, as this was prabably a relatively quick project to release for the game jam, and as something to make while you work on Karlson. But there were a couple issues I felt and if you were to have similar mechanics in Karlson, it might be worth tinkering a little.
Sword Return:
I'm not exactly sure how you could fix it, but the sword returning mechanic isn't the best. I tested it a bit, and from what I can tell, the sword returns to your current position in an arc, but it really only works when you are moving in a straight line towards the target or just standing still. Being that this game seems to be heavily based around moving about in different directions at high speed to dodge melee hits and arrow, and to switch from foe to foe, it's hard to rely on sword throwing because if you take the risk of using it, you're defenseless if you for some reason can't retrieve it again. Maybe some sort of magnetism to have the sword be more attracted towards the player might make it better, but I'm really unsure.
Ledge Grabbing:
So there's a mechanic that make you hop up onto a ledge if you're just under it which feels pretty good most of the time. But sometimes if doesn't work, I'm guessing it's based on whether you are moving or not. So like, if say I miss a jump and so I have stopped moving, I feel like if I am standing next to that wall, I should be able to jump up it. It feels a little bit awkward for when my momentum is stopped to have to run back and get a running start towards it. But maybe that's just me, I dunno.
Crouch slide glitch:
There's a glitch that happens when you uncrouch while under something that causes the player to get stuck in the collision of the wall. This makes the level uncompleteable and a bit annoying to deal with, as there is not crouch walking or something to allow you to get out. But I'm sure there's some sort of relatively simple fix for this, and it probably won't happen in Karlson.
Weird hitboxes:
So, I gather that the player takes damage if the player collides with the enemy's sword. But that is just really jank feeling. Sometimes you can get hit multiple times in a row just because you took a step to the left. Staying to the right is a lot safer as it's away from their sword, but something about the way it works just feels off. But then again, you are literally fighting what are essentially living ragdolls in the game lol.
Anyway, that's all. I enjoyed the game very much. Hope you take the criticism well and I'm looking forward to your next projects!