I'd say this is my favorite game of the LD. Allow me to explain why:
1. It has an attack/defense mechanic I've never seen before, brilliantly merging the two into a single button in a way that feels very intuitive. But it doesn't stop there--it goes on to brilliantly use those mechanics in intriguing puzzles as well as to fight varied and challenging enemies.
2. The game is fast-paced, with a rapid restart turnover (it doesn't take long to restart the level) and a very fair checkpoint system (when you die, you start the room over, not the whole game). On top of that, the character moves quickly, so it doesn't feel sluggish, fighting enemies is challenging and satisfying, and puzzles are clever and take a bit of work, but not so much to become frustrating.
3. Many of the LD games interpret "minimalist" to mean that it's just got to have as simplistic of graphics as possible and the mechanics can be whatever on top of that.
Personally, I feel that the minimalism should be in the mechanics, with a simple core concept that gets expanded upon. As the Extra Creditz guy would say, "great depth, minimal complexity."
This game has that in spades. There are basic movement keys and an attack/defend mechanic that merges puzzle-platforming, attacking, and defending all into a single button. That's brilliant minimalism!
4. Personally, I love the black 'n grey pixel art graphics. Enemies, platforms, etc. are all instantly recognizable and don't get lost in any clutter, yet the game doesn't look empty or boring. It looks good, with a fine amount of detail in the world. And, at the same time, the drab graphics reinforce the spooky, kind of depressing mood that the game has.
5. The music is haunting and very effective in supporting the creepy atmosphere that the graphics and bits of text suggest. There are no sound effects, but that adds to the cold feel of the game (and I don't mean that in a bad way). Since the graphics are so sharp and easy to read, there is no need for sound effects to further reinforce things like "you hit an enemy" or "you have died," so they aren't needed here.
6. As I've said, everything comes together to create a mood that supports the narrative being told. Things feel dangerous, lonely, and kind of scary, and everything reinforces that.
What more could I ask for out of a 48-hour game? 5/5, perfect score! Superbly done!