The first two times I tried this game, the jumping could only be described laggy or delayed and it felt horrible. The third time, though, it felt like it had somehow improved in responsiveness, and it took me a while to figure it out. Jumping is triggered when the spacebar is released. I'm assuming the intent was to implement a charge jump at some point, but to be honest, this implementation just isn't going to work. Jump needs to be responsive in a platformer.
I'm not sure why attacking uses the mouse button. If there was mouse aiming it would make sense, but since the game is otherwise controlled with the keyboard, it just feels awkward.
I don't want to be too hard on the platforming mechanics. It needs tweaking, there's no question about that. Aside from the aforementioned jump weirdness, the wall jump is also super finicky. But the pieces are all there. You can run and jump and wall jump and attack.
I did not get as far as actually collecting the artifacts, but I trust that they work.
The game looks good. I'm not generally a fan of the lowpoly style, but it looks good here, and the effects chosen go well with it. Even the logo on the game page gives the impression of a graphically advanced, polished game. At the same time, though, the game also feels generic. It's a medieval ish magical girl against skeletons and knights on a square rocks-and-grass platform environment. It doesn't help that there isn't really a narrative to speak of- what are we fighting and why?
This probably wasn't intentional, but the choice of genre and name of the protagonist is inevitably going to invite direct comparisons to another game in this jam...
I think there's potential here. It needs tweaks to the gameplay, and some narrative and quality of life wouldn't hurt. But there's a lot that's working already, a lot of pieces in place.