Did you include a devlog? I'd be curious about your process, especially this rather intriguing video from before the jam started 👀
The game itself seems neat, I really like the concept behind the character swinging a flail around like that. I had trouble controlling it on pc where it's a bit unintuitive, and I struggled on my phone where the joystick was cut off on the bottom of the screen.
Gameplay felt very difficult because of the controls and the high level of precision needed to actually damage the enemies. I think if we had a separate way to control movement it'd feel a lot smoother and more intuitive? Like being able to use both joysticks on a gamepad, or move with the keyboard and swing with the mouse... as is managing aim with getting the right swing speed with moving to the right place at the right time... it's rather a lot. Skill based games are cool and all but the vibe it seems like you're going for is one that's a bit more approachable?
The way your weapon advances visually is cool (not that I survived long enough to experience it myself), and I really like the song.
I think you've got a solid start to a game here, even if you have been working on it for multiple weeks. The foundations are all there to turn this into something and, having seen your note at the start, I hope you don't feel too discouraged if it's still something you want to pursue!