Thanks buddy! Re: the controls, I know it's a pain navigating narrow passageways. I was going for a balance between inertia-based acceleration and twitch controls, but tight controls are probably better suited to this one, especially once the projectiles start flying! As quite a few people have mentioned it I'll test a few more variations of movement if I continue dev on this one.
Actually I had an even more Diablo-like experimental 'right click to move to point' system using nav mesh agents but it didn't quite make it to the final product. D2 is totes one of my fave games of all time.