Thanks you so much for playing my game on stream and for all the feedback! It was really amazing to watch you play and figure out the mechanics as you progressed through the game. I would have never expected that someone would spend 50 minutes on my game - just breathtaking!
I fully agree with the balancing issues. There is definitely some need to tweak the difficulty, which would make the game more enjoyable. I think I learned a lot throughout this jam (fist one for me as well), especially on what I need to prioritize next time.
The aiming issues that you mention have been a concern throughout the development and I could not find a good solution to them. I guess it goes down to the fact, as you say in the stream, that I am kind of mixing a 2D concept with a 3D game. As you spotted correctly, there are two different modes of aiming: direct aiming when the mouse is over an enemy/building/tower/tree or aiming at a point a bit offset from the ground when the mouse is over the ground. The biggest problem here is upward elevation changes in the ground between the player and the target, which are not really visible when the camera angle is too high (and also due to the some shading decisions). This would often result in projectiles hitting the ground, making the shooting controls feel not so great.
Again, thanks for your impressions and feedback, it means a lot!