Worth flagging something structural, because it will shape every piece of feedback you get from here on 🎮 (I went off your page and your description rather than sitting down with a run, so treat this as input-design talk, not a review of your game.)
You have built for mobile and published to a surface where almost everyone arrives on a desktop with a keyboard and a mouse. That means the feedback you collect will be overwhelmingly about a control scheme you did not design for — simenhs’s wrist comment is the first instance, and it will not be the last. That is not their misreading; it is the default reading, and it will keep costing you.
Two things help, and they are cheap:
Say the target device on the page, above the fold, before anyone presses play. “Built for touch — playable on desktop, best on a phone” costs one line and reframes every session that follows. Without it a desktop player concludes the controls are bad rather than borrowed.
Then make the desktop path a real scheme rather than a fallback. The trick that saves you here is to stop writing mouse logic and start writing an abstract input — a direction and an action — and let each device produce it. Touch emits it from a drag, mouse from a cursor vector, gamepad from a stick, keyboard from four keys. The game never learns which. Otherwise you write the mouse version, bolt touch on, and end up maintaining two control schemes that drift apart.
On simenhs’s slow-time-while-charging idea — it is a good one and worth saying why it works, because it generalises. Slowing time converts a dexterity problem into a decision problem, and decisions survive changing input devices while dexterity does not. A launch that demands a precise flick will feel completely different on a thumb, a mouse and a stick. A launch you aim during slowed time feels roughly the same on all three. If you only take one change from this thread, that is the one that makes your mobile-first design survive contact with desktop players.
One more, since you will hit it on touch: the mouse equivalent of wrist fatigue is thumb occlusion — on a phone the finger doing the aiming physically covers the thing being aimed at. Worth checking your launch arc is readable with a thumb sitting on it.
What is the split you actually want — is desktop a courtesy port, or do you want it to be a first-class way to play? The honest answer changes which of the above is worth your time.