I haven't finished the prototype, but a few thoughts on what I have played:
- My main issue is that collision right now feels a little overly hard-edged, which makes movement feel a little unforgiving.
- Enemies early on don't really feel all that active or threatening. Sure, they're early enemies, and it makes sense for them to be easy, but right now they don't even really feel like antagonists. (Or, you know, ant-agonists. :P) I'm just going around killing them because... they're there? Even a simple patrol route, or a threatening animation, or a weapon in hand, or spikes on back might help here, I feel.
- The "recoil" mechanic seems cool. I think that my main issue here is simply that it only seems to exist when shooting downwards, making it feel a little arbitrary. Perhaps a bit of backwards recoil when shooting horizontally? (But reduced when on the ground, I'd suggest.)
-- Horizontal recoil could also perhaps make for some interesting traversal, for that matter! ;)
Still, let me say that this feels like a cool start, and could potentially become a fun game! ^_^