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Cool style and I like this idea of parrying enemy attacks. Encounters didn't feel very dynamic due to the lack of enemy movement and/or verticality, though. I wish this had been explored more. Your levels feel kind of haphazardly put together; I think this could be improved by mapping out the things you want to teach and challenges you'll put the player through, then doing paper drafts before doing anything in-engine. Way to go with game feel stuff like screen shake! I didn't see enough of that in this jam.