- the lack of an ability to make a precise move makes the game less interesting, i think it would feel a lot better with mouse aim and scroll wheel for precise adjustments
- the characters don't seem to go as far as the indicator predicts, so my turns feel like the hero can get to the end of the board and that's it
- this also makes bombs feel unavoidable since i don't bounce off of them
- dead characters turning into obstacles AND needing to be saved is annoying
- a combination of all the above complaints has lead me to feel softlocked on the board when i have only one left and cant aim a shot to kill the last enemy or save a hero
- for some reason it took me a while to intuit that all living characters are brought back on being out of ammo, it had felt like only one random one/all ones that moved that turn were returned to you
- enemies in the "rebound zone" are easily defeatable without doing anything interesting, since i heal for whatever they did when i get the character back. this isn't bad, but the levels seem to be designed as if there were a purpose to the nearby enemies
- the game seems to based around stats, but i didn't feel the difference in the heroes or enemies other than the active and passive hero abilities, or that the healer dies instantly
- i don't understand what the hit ball/hero skills are doing, or even what their purpose in theory is. except for the heal on hit
- i didn't manage to set up anything interesting like in your capsule. my 'bullet' slows down quickly and then sits on the board until reloading, but when i do hit a hero they'd just bounce around without purpose
- since the heroes are safest when 'held', i don't feel inclined to shoot them to leave them on the board when i can just make return shots
i think the game would be more interesting if you simplified each character to an 'on hit' and 'on stop (while on the board)' effect and lent more into a Peggle-style board & "clear the board before X" goal, instead of trying to make players do tricky shots