I'm really intrigued by what I just played. Sword & Sworcery is a strange mix of funny self-awareness as a game and art project; pretty pixel landscapes and nice soundtrack; all mixed in a plot that goes from the super-serious to the super-casual in waves. The game is never out-right comedic, but you can tell from screen to screen where you're supposed to relax and where you are supposed to be tense. What fascinates me is how even with its pixelated characters the game manages to make you feel stressed, afraid, rejoiced or frustrated as you go.
One of the game elements that is constant throughout the story is the lack of a expectations on what is possible and what not within the environment. I found myself unable to judge if I had any agency in this or that environment or situation, which in this game, is a good thing. You feel great when you realize that you CAN interact with this or that element, and once the creepy monster starts to chase you, this lack of understanding about where are the game-boundries makes you feel trapped and powerless as you desperately click everything on screen while moving away as you trying to figure out what to do next.
Granted, this lack of context did made me go for an online guide once I couldn't figure out how to wake up one or two of the Sprites. But overall, if you have enough curiosity and patience, you will get the hang of this strange little world without external help.
Another thing that I found really original about this game is how the difficulty raises as the story progesses. We're used to getting more health and power in other titles, allowing you to combat fiercer and bigger enemies as you go. But in Sword & Sworcery you get LESS health as the main character's well-being begins taking a toll on the quest, which makes formerly easy challenges suddenly stressful and difficult. This increase in vulnerability goes counter to the power-trip most other games makes you go through, and that alone, I found it to be really cool (as well as REALLY nerve-wrecking as I faced old enemies).
That being said, this is not a fighting game per se. Sure, the fights are the parts that require most eye-hand coordination and skill, but the puzzle solving and exploration take a similar toll in your brain. I found it very balanced how much emphasis it was put onto each part of the gameplay.
Oh, another thing I liked: At the end of each "chapter" the narrator takes you back to the main screen, telling you to take a break before continuing. I found this to be cool in terms of story-telling, and oddly considerate for you as a player. It made me wish more games would suggest that kind of pauses for their players.
So overall, this is a very strange, charming, deep, stressfull and rewarding game all at once. It's a bit short compared to other titles, but by the end, you'll be glad by every minute of it.