The game concept is cool, but I think it needs some more time to get the execution to be better. The sword slicing being the main mechanic feels really slow and hard to use, especially considering it doesn't always register a hit. Graphics were nice but I think performance could be more optimized, considering the art style. Overall nice job.
Viewing post in Time Slicer jam comments
Thanks for your feedback! We're still working on the game, which will hopefully feel a little more reactive. We're also trying to address the slicing issue, but that has to do with something inside of EzySlice library. Personally I haven't really encountered any optimization issues, even on an older laptop without a graphics card, but we will do our best to fix them (maybe change the lighting to baked only, without the realtime shadow calculations?). We hope to release the (hopefully) full-working demo-game (only cave levels) soon.
-bajtix