Definitely an interesting take on this concept. I haven't seen it in the jam yet myself, but it's a cool way to approach it. Plus it's got an interesting underlying story, though I feel like most people are going to be more focused on the endless death cannons!
A few points tho (ignoring difficulty):
- The cannons throughout the game seem to be quite weird from location to location and interaction to interaction. Sometimes it felt like I was shot very fast and sometimes it felt relatively slow. But overall it always felt like I almost exactly had to execute something perfectly. The clone here, jump right now etc. I think giving the cannons a bit more leeway would be helpful.
- Throughout there seemed to be an abundance of not just precision but very specific and sometimes hard to figure out, "puzzles" to actually get past some stuff. Ex. level 3s third cannon, which without the "right way" I don't think is possible to pass, or if it is, it's incredibly difficult. It definitely limits stuff a decent amount.
- There was some.. weird behavior I ran into. Specifically with the clone and interactions with doors. The main thing on doors was the fact that the entity clone was able to pass through, but then proceeded to die halfway through. Which was a very different result than I would've expected based off past experience with doors.
- One slight movement thing that was a bit weird was the very big jump between a "hop" and a "large jump" that you needed for a decent amount of jumps. It didn't feel like there was much in between, it more felt like there were 3 "stages", maybe even just 2. A high jump, a medium jump and a little hop, mostly due to the huge difference between a hop and a medium jump from such a small difference in how long the button was held.
Overall though, other than something making it feel like I was having more trouble with controls (tried to pinpoint it), it was an interesting game with, as people have said, a bit of a wacky difficulty curve and a very different story.