Game was quite fun and you've got some good mechanics there already. Just a few pointers:
1. A crosshair would be great (like the one you see in FPSs) for aiming.
2. A checkpoint system after each island or two, because starting all over again can get repetetive.
3. It took me a while to understand that pressing Q heals you. Perhaps make that obvious - like a heart image with a "+" sign etc...
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Thank you so much for the feedback! I really appreciate it. Now, when it comes to your suggestions:
1. Crosshair wouldn't work well in the current implementation of the attack ability because the origin point of the projectile is not dependent on the rotation of the camera but the rotation of the character. That said, I understand that it might be tough to get used to, especially at the beginning. A target locking system could've been a great solution to this but I haven't tried to implement it.
2. The checkpoint system on the other hand would've been fairly easy to implement. I decided not to due to how short the game is and as a reference to Dark Souls (which this game is lightly inspired by).
3. That's a very good point. I could've picked a better icon to represent this particular ability.
Once again, thank you for playing the game!
You're not the first person to ask me this very question which is flattering, but... no, I have no plans to develop it further. It's not exactly the kind of game I want to make and I already have one other project in mind (that I'm a bit obsessed by). I used Feeble Fire mostly as a training exercise. I forced myself to make a game that relies on a bunch of features I'm not that good at or experienced with (3d animations are definitely my weak point, I'm not that experienced with AI and while I do enjoy a good combat system I'd assume that a good percentage of my future creations will be non-violent or at least not that combat focused). Thank you so much for asking though! BTW, I played your game just now and it was a thoroughly enjoyable experience. I'm a fan of games that try to put the player in this sort of a relaxing, meditative state (Sir Percival Drinksalot style :P ). Even though the gameplay is vastly different it reminded me a bit of the game called Refunct.
Well, this is coming from a failed guitar player who's idea of keeping the rhythm involves playing the riff up to 10 bpm slower or faster than what is required, so take it with a grain of salt, but the gameplay didn't feel 'disconnected' from the music. I didn't feel precisely connected either though. Something in between I'd say.