Making a soulslike for a gamejam is crazy ambitious, I’m impressed!
It felt like the basic attack’s windup was a little too long. The most common frustration I had while fighting bosses 2 and 3 were that I’d wind up for an attack, and as it came out the boss would sort of effortlessly step backwards away from it. I think if the basic attack came out a little bit faster it could improve the gamefeel a ton. Either that, or some more forward momentum/range for the attack to make it harder to whiff enemies.
I really liked the way the theme was incorporated. Getting an extra dodge in exchange for throwing a sword was really cool. I kind of wish the basic attack was similarly sped up when only holding 1 sword, but it still felt a little slow and low-range despite the damage loss of missing a sword.
I liked the second boss’s attack pattern a lot. I liked the variety between dodging through projectiles, sidestepping the fissure, and spacing the jump attack.
The art is fantastic. I love this art style. The textures match the soulslike vibe perfectly and the models for the bosses and player are really great. Same with the music. Nice job!