Thank you a lot for playing
The gamepad controls are still very barebones and I'm aware the right stick aiming is completely broken, that's something that's going to eventually get fixed, I also agree on the autoaim, since a big influence lately has been enter the gungeon, I don't think I would be able to play at all without the game automatically snapping the aim towards the enemies, so that's definitely going to be implemented at some point.
Ammo is going to be rebalanced too, it's just a matter of deciding what the damage values are going to be, it's all fluctuating at the moment, for instance in test builds I now made the base gun fire much faster but with lower damage to mimic the way touhou games handles the player weapons, right now I calibrated the base weapon to take a bit longer to kill enemies than the specialized guns do.
I'm also going to add enemy blinking and knockback eventually, so that there's feedback that the enemy is actually being hit.
I'm also working on graphical upgrades, remaking the floor tiles to have more detail, the walls are going to receive the same treatment soon and I hope I can make them look like actual walls, perhaps by trying out some perspective
Also character speed has been complained out a lot, I'm definitely going to make Cirno float and have some friction to reach top speed and slow down when not focusing, hopefully controlling her will become more fun... unless it gets worse.
Minimap is probably going to happen eventually, I already made one for roguelite mode, I'll see what I'll be able to do.
Also you might have missed it (because I didn't really put it in the tutorial) but by pressing Q you can freeze enemy bullets at the cost of shield power, great for emergency situations, I'm considering tying it to the gain of Motivation, where freezing a lot of bullets at once would grant you a lot of it, but I might have to make enemy boss patterns harder to compensate, we'll see