Thanks for the feedback!!!
the actual control scheme was a leftover of the original system when we were planning the game, both forms would have more than just a weapon to differentiate them, such as the melee form having a double jump and the gun form having the ability to wall jump and being able to be controlled a bit like cave history`s quote when he has curly machine gun, since we got a bit tangled during development, a lot of stuff had to be cut off, funnily enough after we released the game 2 of my friends told me the same thing about the controls, I feel a bit silly for not having the foresight to change the controls before launching.
The main mechanic of the game was a "revolution system" where the bosses would start very weak, after you defeat the final boss, they would improve and get more moves and mechanics, since we didn't have the time to implement the boss progression the fight got too cluttered with mechanics and attacks. most people I had shown the game didn't even notice that when the pendulum behind the boss reached its amplitude, the boss would get a momentary speed boost, the fact that we didnt manage to ship the pendulum with an sfx helped to this problem as well.
Regarding the second phase, which mechanic would you say created most frustration while not adding much to the fight?