Thanks for playing! I'm not aware of any hidden areas in our game so it sounds like you didn't miss anything. I think saying that it feels slow or clunky is more than fair, but it was definitely an intentional design choice on our part for a couple of reasons. Mainly it was to make it where pausing felt like the character's main strength in how they overcome the enemies. It's a tricky balance for sure. It was also a slight nod to the old school games where the characters tend to feel a bit cumbersome.
I appreciate you providing your thoughts and comments. Very helpful feedback!