Thanks for a feedback !
You can dash through projectiles, because the player becomes invincible during the dash(its written in how to play page). So you don’t actually have to wait for the clones’ shots to spread out. Maybe that part was easy to miss.
The player attacks are slower compared to other top-down shooters because we were trying to create more of a bullet hell effect. The shots you fire in one round come back as clone attacks in the next round. After a few rounds, because of these slower projectiles, the screen starts to feel more like a bullet hell boss fight. So yes, compared to classic top-down shooters the projectiles are slow, but that was intentional.
We also assume that the player can learn the clone patterns, because the clones are repeating the player’s own previous movements. Because of that, when the player wants to kill a clone, shooting in the clone’s movement direction should be enough. It should not make killing them too difficult.
If this were a normal top-down shooter where you cannot predict enemy movement, then slow projectiles could definitely become a problem. But in this case, since the enemies are clones repeating your previous run, we think the projectile speed works for the design.