love 'getting over it', so i thought i'd be good at this game. nope. seeing those sub 4 minute speedruns on itch had me competitive, i've done like six or seven runs of the game now, but it's so hard to break sub seven. anyway, i found that what sets it apart from 'getting over it' is how the weight of the sword plays into the physics. 'getting over it' is light and loose, but in this game as the sword got heavier, it got harder to swing around and i found myself pressing harder down on my keys in the hopes that it would somehow put more force into the sword. i think that's the sign of a great mechanic lol -- it reminds me of one of my favorite flash games, 'girp' (also made by bennett foddy lol).
if i had to criticise this game, i'd say to make the dragon hole bigger -- in the beginning i thought i just had to swing the sword down to impale the dragon, which was confusing when it didn't work, and the most annoying part of speedrunning was trying to get the sword in the dang hole. but honestly, maybe that's just a feature that makes the speedrunning scene more dramatic.
(also, on safari, the sword's thud sfx sounds like an annoying bass-heavy click. it was almost enough to make me quit before i thought to switch to chrome.)
i wasn't planning on writing feedback for an entry already overflowing with feedback, but i had so much fun playing this game, great job guys :)