Hi! First of all, thanks for investing your time in this! The project was very clean and easy to explore. I tested the 2 new aiming direction of your project, unfortunately I don't know why, the delta-derived attack angle didn't work well, but it doesn't matter since I understood what you were getting at.
The third example with the easing added was certainly the most interesting!
One thing I've noticed is that the feel and the way of playing the game changes completely, and personally, I'm having trouble getting used to this aiming direction (being used to the one in my game myself).
When I saw your comment, I first wondered if it was a design error on my part, and then I did some research to see how other top-down games do it, and I realized that most games (especially top-down shooters) have a camera that follows the player, so the player can move without the aiming direction changing.
I think what can be confusing in my game is that the camera is centered on the rooms, so the player has to manage the movement of the player and the mouse cursor.
Despite this, I don't think the current aiming direction is a design error. I really like the gameplay of my game and I'm sure some people will find it a pain in the ass.
Far be it from me to minimize your opinion or to say that there's a right way to play or a wrong way, but I think we all have different ways of playing and maybe my game doesn't allow for many of them or doesn't suit everyone, which may be a pity, but by changing the aiming direction for another, I don't think I'm correcting a bug but rather changing the way of playing the game.
Since I'm attached to the game's current gameplay, I don't think I'll be changing the aiming direction for another. I hope you'll understand what I mean!
Nevertheless, I'd be curious to know if any Top-down games have inspired the different aiming directions you've sent me!
Anyway, thanks again! It was really nice of you to invest your time in this!