Thanks for playing
-Some of the elements are click or button only because I didn't have time to polish them if I had an extra day to play test I probably would have made it the first room not spawn anything until you press something
-Yeah it frustrated me too that I wasn't able to stop the enemies from getting stuck on walls or from clumping up together. After beating my own entry (There's a boss on floor 11 although there's no proper end sequence) I think you're undervaluing comboing the enemies just a bit. Keep in mind that if you hit an enemy before their attack actually comes out you'll interrupt them. You can also step into enemy range or wait to dash just before they're attack hits you so they'll be stuck in recovery and you can punish them. I want to discourage the player from just hit and running them with long ranged attacks like stab or ball but understanding the limitations of both your moves and the enemies moves and judging when to go all in and when it's better to back off are skills I want that game to be built around.
-Yeah that's probably one of the most impactful missing features (Although technically on a bug since I didn't get to program it) You may have noticed that when you hit an enemy they're supposed to be knocked back. The problem is that when they get clumped up they end up stopping each other from flying back.
The two things I wanted to do to fix this were A: make it so when an enemy is knocked into another enemy their knockback is transferred so you can step in and launch the first enemy again with another attack
B: Make enemies less aggressive so they don't get as clumped up. unfortunately I didn't have time for either
Although I'm fine with clumping up existing to punish the player for not being aggressive enough but I don't think it works well currently
I'm curious what the highest floor you reached was and if you have any combos you liked. I really like using slash>ball>dash for example