A very nice submission, I definitely think that the skeletons should have had more stun resist but other than that it evokes that gamer urge to just run around swining a sword :)
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I made it so on attack you can trigger a hit animation on the enemy. This hit animation overrides all other animations, including attacks. I decided to make it so you would go around slaughtering skeletons, as time progresses you will encounter more of them. This will eventually lead to a mistake getting you killed. Once you get hit, you're out.
Every 20 score you will also get the option to level 1 of 3 stats. You may have encountered that already. If you manage to live long enough to max damage, then you can one shot them. When difficulty eventually reaches max, every spawner (six of them) will spawn a new skeleton every second. So yeah, it gets really crazy if you can live long enough XD
Yeah XD
I spent time coding state machines that handled input/ai, animation, and physics. These state machines make it really easy to control the current state of the character and allow me to decide the priorities of different interactions.
I could have done a lot more. With the base system I could have added blocking, dodging, and more interactions because it's really easy to extend now it's setup. Sadly I didn't have the time, animations available to do it, and it wouldn't be mobile friendly if I ported it.