- Walking being slower than flying and take off not being instant (there seems to be quick albeit noticable acceleration) felt like unnecesary distraction. Very annoying when I realize my character is not where I though it would be because I touched the ground.
- I couldn't get used to not being able to change direction in focus (hold shift). I get why it's like that, but I thought it's inconvenient.
- Got stuck in empty rooms a few times. 03:20, 06:03
- I enjoyed the music in combat and store. It could use another track in stage select, maybe some calmer version of combat music.
- Enemies spawning on me was annyoing. Spawn cue could be longer so there's more time to get away.
- Pick up weapons: axe and dash feel strong and fun to use, but that spiky bomb feels lame in comparison. It just falls down and has small explosion.
- I have no idea what the flying pet does beside reacting to me. If he doesn't do anything that's cool too, because his animations looks very funny.
At the start game is very overwhelming. Avoiding damage felt impossible with bullets coming from every direction and enemies chasing me.
At some point I realized since I'll lose hp anyway, it's better to use the bomb that costs some life in order to deal with everything. This changed my playstyle from trying to avoid damage to choosing to lose it deliberately, by flying directly into dense clumps of enemies and clearing them with bombs and then finishing the rest with the gun. This is when I started having fun, because finally felt I know what I'm doing.
Though I think this might not be intended, because this playstyle relies on getting a lot of +1 ups to not lose.


