A game that really takes a risk and fully leans into its aesthetic, and it pays off very well. Each of the characters are expressive/exaggerated and imply a world beyond just the abstract stuff we see, and subtle worldbuilding is done just through backgrounds. The messiness is there, but entirely coherent with itself. The bullet hell is also mechanically interesting - you are the bullet, so instead of passive dodging, you have to actively advance, so simple shot patterns are not an issue, because the enemy movement is what you are actually paying attention to. High levels of drag mean you have to start planning your path early and timing the trajectory, rather than just hanging out right below the enemy until there's a gap - which makes sense for a missile, though it could still be a bit faster. The health cooldown thing, which seemed odd to me at first, makes sense if you wanted the player to be very deliberate/slow about every aggression they make - which thematically works - you can kill, but at what cost? Probably the more annoying mechanic was slowly drifting down when hurt; I think it probably wouldn't hurt overall gameplay to make that reset faster, especially as you can't move, so it's just pure downtime. I think the deliberateness of the game makes it a slow anti-bullet hell, and some people might be annoyed by that, but it totally works for the theme.