No, but I realized about a month into development that SNKRX already existed. After watching SNKRX gameplay I actually changed the snake movement because I realized it worked better than direct grid movement.
I actually slowed down the movement because projectiles, enemies, and players were moving too fast to actually react, but moving fast definitely feels good.
Agree on the wall interaction, need more time to determine the best way to interact with it.
Had a tough time balancing difficulty and round length from early to latter rounds and wanted to have the pace of each wave pick up as you advance but I agree the early round is too long as is. As for enemy health, after you upgrade abilities and take items they die mostly in one shot.
I originally gave the ability to equip multiple abilities on a character instead of just one, but felt that you lose character diversification and build variety when doing that. The idea was to build the snake with specific characters in specific slots doing specific things, otherwise it seemed more boring to just unlock everything on every character and immediately explode the level. Of course I can see how that just points to poor design on my part; probably could spend more time balancing around this by allowing the player to use multiple abilities but locking more abilities behind deeper skill trees so that you could really only invest in a handful but still use multiple abilities.
Thanks much for the feedback, this is very helpful