Protect the little one by Vodzik

Description
You are rescuing the little one from evil birds dungeon. Your small friend is afraid, and needs your comforting, as much as protection. More so that these birds are attracted by fear!
Controlls:
Move: A/D / Arrows
Jump: Space
Attack: LMB/ L-Ctrl
Shield: RMB/ L-Alt (L-Alt may not work properly in browser, but it seems that full-screen mode solves it)
Comfort: MMB/ L-Shift
Versions:
All versions are avalible on itch.io
v0.1 - Original LD46 submission
v0.1b - Bugfix version (Browser version) - Collectable hearts are not visible
Ratings
| Overall | 981th | 3.587⭐ | 25🧑⚖️ |
| Fun | 982th | 3.435⭐ | 25🧑⚖️ |
| Innovation | 1269th | 3.261⭐ | 25🧑⚖️ |
| Theme | 134th | 4.239⭐ | 25🧑⚖️ |
| Graphics | 409th | 4.188⭐ | 26🧑⚖️ |
| Audio | 1104th | 3.152⭐ | 25🧑⚖️ |
| Humor | 817th | 3.196⭐ | 25🧑⚖️ |
| Mood | 1271th | 3.37⭐ | 25🧑⚖️ |
| Given | 16🗳️ | 22🗨️ |
Maybe it's my problem but when player moving he is behind the camera.
I liked that you have to manage the bar while you advance, and you get more enemies each wave the highest the bar is.
Attacking and using the shield felt a bit slow, if you attack and then use shield to protect you from an incomming attack, the shield isn't fast enough to protect you so you get hit. I found out that shield to take the blow then attack twice was a better way kill the birds, as it seems like finishing sword attack wont get interrupted by using shield, so you have to wait until the sword is back to iddle position before shields goes up.
All around it was enjoyable and the graphics were cool, but I feel like there is something wrong with torches.
There's a strategy that makes the gameplay trivial, and therefore boring:
a) Run as far as you can
b) When in a combat wave, comfort your friend to reduce his stress income as much as possible
c) When an enemy approaches, block the first attack, then attack. Repeat block->attack until dead
d) If friend's stress is 30-40%, comfort for as long as possible until combat wave
e) Repeat
It's all rather one note. There's nothing that makes combat dynamic or organic, it's two people standing opposite each other taking it in turns to do an animation of set length like an MMORPG. Knockback, short attack animations, and attacks that do less damage but hit more targets - like a ground pound (which would in turn give a reason to jump), or a long-range thrust attack - would give the player more options. But when its this rigid, you encounter easy to abuse patterns like I found.
Moreover, I had issues to hit well the opponent, sometimes I was sure to hit the enemy before he hits me, but often he hit me first, it was a bit frustrating.
Overall nice work !
The combat was a bit tricky at first, but when I figured out the attack pattern it almost became a bit too easy. Another enemy or attack would make it more interesting, but I understand that there's not a lot of time to add infinite content, and a well designed combat system on its own is already impressive.
I wasn't sure if comforting was doing anything at first or if there was a hitbox for it. A sound effect as feedback to know it's working would be a nice addition. Also maybe flashing the fear bar to bring attention to the effect it's having.
The only thing I would suggest is making the "comfort" mechanic more clear. It took me an extremely long time to notice it existed, and a bit of time to learn how to use it. After 5 playthroughs of non-stop bird hordes and an infinitely crying little-one, I suspected I was missing something.
Excellent game.
Nicely done!