Cool idea. Charming visuals too. The movement felt a tad strange, like sliding around at times, but my game suffered from something similar as there just wasn't enough time to tighten that up. I'm unsure how I feel about the shift to target aspect. I'm wondering how it would feel without that. I felt it slowed things down a bit. When there was lots of souls on the screen, I couldn't help but wanna blast them quickly rather than target them and hold click.
Solid execution overall!
Viewing post in Retriever of Souls jam comments
There are certain platforms where the friction is set to 0, so the player would basically be "skating on ice", but I didn't really differentiate them well enough I guess. I had thought about the targeting as well, and I suppose it started out as a way for the player to choose a target. Instead, it should've just automatically cycled through targets when they got in range. If you left targeting active after killing a foe, it should've cycled to the nearest one. Definitely something to tidy up at some point! Thanks for the feedback, and for playing!