I also think the controls are a bit tricky. I feel like if they were mapped differently it would've been more intuitive. One idea is to have the left mouse be the clockwise turning and the right mouse counter clockwise since the anchoring being dependent to where the mouse clicks was a bit confusing. Another way would be a more classical mapping I think: w for moving, a and s for anchoring in different ways, shift stays the same and left mouse button for the shooting. It was a very fun game though I enjoyed it. Well done!
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Thank you so much for your feedback, I did try the (clockwise / counter clockwise) movement but the problem was that when I got to the higher levels the spikes were everywhere, so I needed to make fast decisions but I will get stunned trying to press the right button because your brain sometimes think left button to go left and right button to go right, so it was frustrating at times.
I think designing multiple movements systems and letting the player choose between them in the options menu is the way to go here tho.
That's a good point, since it's a loop it would get confusing at times. Not sure what the solution is but putting multiple movement systems sounds like win-win either way. (Or maybe just a mapping system for the player to choose although I don't know how hard that is to implement since I'm a beginner haha)