5 Hours??? For a simple yet super polished game?! And the ART, man, was it good. This was my reaction just after 10 minutes of the game. I do believe that even if this game is outside of the 3-hour limit, this should still be a contender for the winning game. This game utilized its simplicity for fast prototyping and development, so it had time to polish everything. It doesn't have any industry-breaking mechanics, or some mind-boggling surprises, but what it does have is a good implementation and conceptualization. The music, art, and mechanics both worked well for such a simple time. Dev has done an amazing job with the entry. Thank you for listening to my TEDTalk :D
Viewing post in Honor Deathblow jam comments
Thank you very much. Yeah, it was 5 hours, but without having in count the HOURS I spent looking out for assets and stock images for all the screens, the time I spent in CANVA prototyping the UI; and the time I spent making builds (5 builds until it worked on WEB). The rest of the time was a speedrun of canvas animations and a super simple code that worked for all the levels. Only having to change the opponent sprite and the parameters.