Hey! I love the cutesy artstyle and the wide variety of guns. Also love the progression of the game, all the bosses and floors have really unique identities. Theres lots to praise in this game, like the pastel palette and the really cool NPC designs.
However, I feel the controls feel very unrewarding and frustrating. Using my space bar roll feels really unintuitive, when you enter and exit the roll animation the enemy is still able to hit you for the first full second and the exiting of the animation feels really slow as well. It comes to a point where you have to press space bar well in advance instead of tightly timed rolls in prediction of enemy attacks, making the combat system feel slow and sluggish on the player end. Additionally, the melee attack deals damage really late. If you hit an enemy moving toward you, it feels as though the enemy takes damage a second after you've hit him already, giving it the vital time to keep moving toward you and damaging you.
If you are the dev reading this, have a look at Katana Zero and compare the combat timing of that game with this game. Responding to enemies should be instantaneous and enemy response to your attacks should also be instaneous if you are going for a fast action side scrolling shooter. If you follow these principles I think you'll have a much more fun gameplay loop to go alongside your exceptional design.
