Played the demo until the "Attack from 3 sides" level.
It is a novel way to make a top-down shooter. The player is designed to move as close to or slower than the enemy, so position and planning are more important than sheer speed or dodging. Also all shooting actions are on a timer, so you cannot spam bullets and have to aim while shooting. It has more of a puzzle orientation, which I appreciate.
I found the game very difficult, but I guess thats the point of it. I know a bit how to dodge from playing binding of isaac ad nauseam, but the bullets in this game felts much harder to dodge. Also I don't know exactly how to play effectively, like where to stand, how to use friendly units as meat shields or how to protect them. Maybe it would be clearer for me if I watched someone skilled play the game. Attack from 3 sides filtered me hard and I have no idea how to do the level right after, it felt like facing a firing squad. As a suggestion, have you thinked about adding other non-shooting actions? Like roll-dodging, bullet time, an activable shield or a way to command/buff your allies.
Although this is not the kind of games for me, I hope you will be able to polish this game further, build upon it and create more interesting challenges.