I hope the developers had as much fun making The World is Your Weapon as I had playing it for the first hour.
It's a simple game, but quite unlike anything I've played before. I started out my adventure facing a group of slimes, with no weapon to fight them with. The game instructed me to find a weapon from the surroundings, and there was a shovel conveniently placed 2 tiles away from me. A bit unorthodox, but a solid weapon against a slime. But I had seen the screenshots - I knew. I skipped the shovel and picked up a nearby pot and smacked a slime with it. A powerful weapon! It killed the slime in a single hit, but sadly also broke. I proceeded to uproot the nearby tree and smack with that instead. Then some flowers, blades of grass, and finally a good whack with the shovel.
What I described is the essence of the game, as it's a bit of a collection game. Pick up something, hit an enemy, learn its strength, repeat. Despite the absurdity of picking up a whole tree, it's the least of this game's weirdness. As I arrived at the village, I went into a house, and picked up someones bed, wardrobe, window, floorboards, and finally, for good measure, exited the house and took the whole thing. Without exaggeration, if you can see it, you can almost certainly pick it up. That includes the road, a lake, even a villager after you've "accidentally" hit them with an AoE attack and got them slightly injured.
You can also upgrade any of your weapons (including the "live" ones), or list them for sale in your shop. Don't worry, it's not slavery, probably. The whole game is absurd and beautiful in its absurdity, and plays into it so well with its aesthetics and narrative.
The problem is that there isn't much depth to it. Once you take picking everything up to its logical extreme and experience the pinnacle of absurdity, you can either attempt the garguantuan task of collecting everything, or just stick to a few hard-hitting weapons which can be maintained and upgraded forever. There isn't much of a difficulty curve, and combat isn't any exciting - you whack, they whack, maybe some special effects happen, repeat until one's dead.
It's fun for an hour, but then you're like "cool", and drop it because you've pretty much experienced everything. So, I don't know. I think it's worth experiencing for a little while, but not playing to completion. I wish they had added some ramp-up to what you can pick up, because the high of picking up increasingly ridiculous objects could have lasted for a little while after each next step of ridiculousness. Meanwhile I picked up a house in the first 20 minutes of the game, and that was about the pinnacle of me being surprised.