Weapon Types (Ecrazeus Castle)
Ecrazeus Castle features 8 different weapon types, each one having a few different variant weapons with various effects, or altering the basics of the weapon type in question. Each weapon has pros and cons.
Swords

Swords are great at close quarters combat. They're the only weapon type in the game to have a two-hit combo, with the second hit dealing more damage, assuming you press the attack button quickly after the first (or hold it). However, some variants dismiss the two-hit combo aspect, while others focus on landing the second hit for their damage.
They're also great at disposing of flying enemies that come too close for comfort (or those that you can physically reach). In all honesty, they're pretty strong and lack a weakness, well, except for the lack of range. However, there is one sword variant that does have a ranged hit, but in all honesty, it's not that easy to aim.
Additionally, equipping two swords at the same time and... well, you'll figure it out!
Bows

Bows are your area wide long-ranged attack option. The basic bow shoots a few projectiles that can easily take care of several foes in an area. Some bows in particular can be devastating against bosses, as their multiple pellets can easily hit large bosses multiple times.
Quite a few bows are experimental weapons, or downright niche in utility, and you're going to struggle if you're not good with them. And unlike other ranged weapons, bows... well, they work best in the close to mid-range, as the pellets drift and are less clumped up over time. Hmm, you might even consider it a melee weapon!
Additionally, equipping two bows at the same time lets you shoot free back pellets when attacking.
Magic Staves

Magic staves are all over the place in terms of functionality. Some summon ice to the nearest target, others make you warp to the closest foe, and then some create chickens. No two stave variants act the same, but they all operate from a single button press to cast the spell.
Thankfully, you don't have to deal with magic meters of the sort (although, the original gamejam version did to some extent).
Spears

Spears let you thrust forward, dealing damage along the way. They're not great at damage, but make up for it with their movement utility in combat, as your character's dodge has a cooldown, while spears don't (however, they don't grant invulnerability frames).
Basically, if you need to be moving and dealing damage at the same time, consider using a spear.
And that's why equipping two spears at the same time... nullifies the movement aspect of the weapon. As you can tell, it's extremely situational, as in, "help, I've only got two spears as weapons and fighting is a chore because I can't stay on my foe!" situational.
Boots

Boots make you spin rapidly in a close area, dealing tons of smaller hits, and often pushing or lifting foes along. These are amazing for comboing foes and building FEVER, but be careful, many of them can't stun foes when hitting them, and they'll be able to attack you in the combo.
They're also good when you're trying to stomp foes.
If you equip two boots at the same time, the hit frequency of the attacks will increase, making them more dangerous.
Miniguns

Miniguns excel at a focused, long-range, area damage, and continue to function so long as the attack button is being held. Anything in it's path takes damage within a pretty long range, at the cost of having a slower turning speed. The position of the firing depends if it's equipped with the left or right hand, as the barrel is positioned on either side.
However, you might be surprised to learn that Miniguns aren't as powerful as you'd think. It's technically a bug, but you can fire the minigun, and use another weapon, and it'll continue firing as logn as the other weapon is being used in an attack animation.
Unfortunately, equipping two miniguns at the same time does absolutely nothing, but it does look cool.
Shields

Shield weapons can't inflict damage on their own (mostly): the attack button raises the shield for a brief moment, and if an enemy strikes you while it's raised, the shield will trigger a counter-attack. The great thing about shields is that you take no damage if the counter-attack triggers. It also changes your facing direction so that you're always facing the one who hurt you before counter-attacking.
As great as this sounds, they've got two flaws: one, they're not the best weapon to deal lots of damage over time, but they can deal some nice burst damage in a pinch. But more importantly, using it poorly will leave you vulnerable. Additionally, trying to spam the shield after you've been hurt by a close enemy is a fool's errand, and you WILL be punished.
Observe the enemies, and focus on using the shield against foes that are predictable. Flying enemies, for example, are extremely unpredictable, while a reaper that's close-by is extremely predictable. Of course, you can also use it defensively to avoid damage, or to protect yourself from a boss' attack that seems impossible to avoid.
Pistols

Pistols lock-on to foes and deal weak damage very quickly at very far ranges. They benefit greatly from FEVER and have an insane power spike if it deals a critical hit. And believe it or not, they ignore walls, thanks to the amazing coding technology of warpscan (as opposed to hitscan)!
However, aiming it isn't as easy as it looks: it requires both the camera and the player character to be facing the target's general position. Additionally, it requires landing a lot of hits to be effective, and they tend to have horrible FEVER generation, so do not expect to restore your FEVER meter easily towards the end of a course (or during Quest mode past the Beginner course).
Equipping two of them at the same time does nothi- oh, c'mon. Guns akimbo, it's too cool to not have. Fire rate up, and while double-jumping, you spew additional bullets (also warpscan, so don't spin the character like I do while in the double-jump).
