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That is true, the evade timing is a tad hard to read. Maybe we could add a little circular VFX expanding from the player upon using a dodge to show the radius of its effect. 
Also the player's projectiles were imagined as bombs meant to be used at low altitude. We actually already gave them a bit of forward momentum to help with visibility. Do you have any idea on how to better fix this issue? 

In any case, your compliments are really touching, and your critiques are on point and constructive, thank you~