Hey, thanks for the feedback. First, I don’t think it’s really ‘cheesing’. At least in my experience, enemies would be able to get a few shots in after catching up before dying. Imo it’s more of a head start in most cases. Only a few enemies were dealt with completely or mostly by using some corners and shooting at angles. However, I can see the potential for this and making enemies too boring to interact with, so I’ll try upping their speed (rifle and shotgun seem a bit slow) or seeing what else works, or designing the encounters differently.
About the miniboss, while I agree it is comparatively a lot, the intention wasn’t a complete DPS check, rather you were just meant to do your best dodging bouncing shots and avoiding getting hit right in front of the shotgun barrel (as all its shots will hit you for big damage and can lead to an early end). We wanted to lean more into the chaotic potential of the gameplay and follow the jam theme with it. Honestly in my opinion, the idea of always having some way to avoid ALL damage in a game is overrated, and kind of restricting from a certain view if that makes any sense. Those games exist and they’re fun. However, I take your point. There is definitely more we could do to ease the player into that sort of full on unpredictable bullet hell style, which wasn’t apparent in the first big room, and maybe it could slightly go down in its attack rate and give some breathing room between attacks. Thanks again for the feedback!