Hi KingdomPots, thank you so much for checking out my game and for leaving a feedback as well.
Good suggestion about adding a layer of dynamic animation to the current static character sprites during the story session (like the animated 3D characters in your game right (^_<)〜☆) as well as the adding more visual/audio feedback to when enemies get hit as well. I will definitely take them into consideration in a much later update as it would be part of a series of polish update.
Yes, I can agree that the aim with scrollwheel may feel awkward at first and it does needs some getting used to. However, initially the aiming system I designed was a free aiming one and it follows the mouse pointer at first. After realizing how "dumb" the Unity WebGL build does not contain the mouse pointer within the window (both in full screen (if you have more than 1 monitor) and windowed mode), it can get a little frustrating trying to keep it within the game window for the aiming to work. I could include the free mouse aim system back in as an option in the settings but it will raise a few issues that can't be fixed since Unity WebGL build is unable to contain the mouse pointer within the window even with Cursor.lockState = CursorLockMode.Confined. As of writing I actually just thought of something that could work as a workaround/solution to this Unity WebGL problem 「( ̄- ̄*)...
Anyway, thanks once again for checking out the game and spending your time giving me a neat feedback.