Interesting idea and the style. The game is very easy to play.
Once after I talked to a woman I couldn't move afterward. Just a small bug.
You did well with the limited color pallete in term's of the art for the game. This game reminds me of Super Mario Cat (browser flash game) - that game made me not want to live anymore, this game on the other hand gave me my life back. Thank you sincerely.
The small cat slides around and keeps going out of camera view where spikes wait it.
P.S. Watch out for Nintendo's lawyers.
Nice tune.
Alright, the game looks nice with all the Post Processing, everything seems to be the same resolution - well done.
You should have made so when you take damage that the dragon flashes red or white so I know I've been damage, I got confused at the start why I was dying then I noticed my hearts are disappearing after touching the flames - damage should be better communicated.
Gameplay is engaging for a few minutes, enough for a game jam - you should always give everything the game has to offer to the player in first couple of minutes since people won't linger for too long in a game jam game.
Firstly fun main menu, props to you.
I love the enemy design it has personality to it.
You can combine enemies for more powerful attack and it seems logical to an average player, nice design there.
You have two points for the theme, you chose enemies and you're a tee trying not to get brewed instead fighting back.
Good game.
I like the idea and the design.
But it feels clunky to control, maybe you should have but slow motion on a separate button instead - 'Space' for an example.
It's fun once you get the grip of the controls, but you should make the gun easier to control and put the difficulty in level design.
Respects to you for making the music and the art.
Please, pack the game in a folder first then pack it in a .rar or .zip.
Everything seems smooth and enjoyable, a lot of game jam games feel like a chore to play but there are some that doesn't like this one. You definitely deserve high rating.
Your's game is the only one I've seen with this idea, well done.
I guess only complaint I have is that it's too easy, but better too easy than too hard in a game jam. You should try to balance the difficulty, if it's not working just make it a bit easier than intended.
The gameplay is enjoyable once you learn the ropes.
2D background with 3D characters work's well here.
Jump should be on 'W', if up is not for looking up with the character - it should by jump. So many people place jumping on 'Space' in 2D games when it should be on up, up is jump. At least add it to 'W' as well as 'Space' since you don't have time to implement keybinding (this is a game jam).
Would have been better if there was some music and better sound effects, these current ones sound glitchy.
I got score of 51000, it feels good to parry - you nailed it.
Well combined 2D pixel art with 3D background. Voice acting is good and it serves the gameplay (that you can hear what's the next attack). Instead of avoiding boxer's attacks (that would be generic) you made it so that you make sure he lands them and adding some juice with that parrying mechanic.
Very creative.
I've finished the whole thing, nice music btw (it has a vibe to it), there are multiple ways to finish a level (intentional or not) that makes the level design really good. If polished this can make a fully fledged game, there are some thing to clean up first though: camera is too slow - make is so when I hold shift for an example that the camera goes faster, don't delete all my placed objects when I fail, and lastly proper art for menus and the game itself - consider make everything the same resolution (place everything on a single canvas and make it's size compared to the player sprite) 16x16 or 32x32 resolution should do nicely (you can watch some videos from "Pixel Overload" on Youtube he makes pixel art related videos).
P.S. If you're reloading a scene when you fail - save objects positions then place them again. They are a couples of ways you can do this - I recommend you to use static list that saves which object is placed where (like a struct with name of the object or object itself and Vector2 for position) so you go trough the list and add objects to the map while taking away the currency for placing them.
I'm not very satisfied with how it turned out, probably just not used to 48 hours constraint and I wasn't able to work on the game for full 48 hours (not near as that).
I cut a lot of content even from core gameplay, It's a painful decision to make but I would not have finished the game otherwise.
After all this I'm glad some people like the game.