yea, the playstyle of the game is kind of out of the ordinary, so the ambition of trying to get it across was hurt by that we lost a lot of time up front - w -;; if we had the time we thought we had we could've made all the mechanics feel more cohesive.
the original concept was actually that your weapon breaks permanently and you have to select a different one, but later i wanted it to be that your weapon gets stuck in the boss you're fighting before it sinks into the blood again. but either way i'm glad that what we made got the idea across!