Instructions or no instructions?
So it seems the comments for my game are split down the middle: half seem to like that there are no instructions, and it’s a bit more rewarding once you figure out the visual clues for the gameplay, the other half think that that instructions would have made it less frustrating to jump into the gameplay and just start chopping guys in half right away 
One of the problems we face as designers, is we always know what to do when we test our games. Boss battles are always easy since we know the pattern, and hints are always clear, because we know they are there. In this case, I took the minimalism approach to the instructions as well and just left a hint above the first battle.
So try it out, and let me know: more fun observing and figuring it out, or add instructions so you can jump right into gameplay.
http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20811
M.
Comments
Good news is, my dad (who I don’t think has ever played a videogame) tried it out and figured it out right away so it should be cake for a gamer.