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thank you for the detailed feedback! it means a lot!

before I get to the meat of your comments, I have a quick response that you may or may not find valuable. from playtesting, I've observed that there seem to be (roughly) two kinds of players: the kind that holds down RMB all the time, and the kind that swings the gun like a 'hammer'. the holding down RMB case was actually how we had the mechanic implemented, period, for the first couple days. at this point I see it as more or less a degenerate outcome (and a reflection of a design flaw if players end up shooting that way). playtesting this game asynchronously (versus watching someone play over their shoulder) has been a little nightmarish, if you know what I mean.

the intended way to shoot, at the very least, is to create and execute a 'swing' with your gun, a little like you would swing a golf club or a tennis racket. first you press (and hold) LMB, then you 'push' the bead up with your mouse. next, you 'pull' the bead towards center with your mouse, and release LMB when you want to fire. because the amount of spin is directly proportional to the velocity of the bead, and this 'swing' is a (relatively) slow process, the margin of error is increased and it becomes easier to hit shots consistently. of course, this takes a fair amount of practice. at this point I can blitz through the intro maps pretty quickly.

I'm interested to hear if this works for you, and if it does (or doesn't) I would be interested in any feedback you have for improving how we communicate this to the player, even if it's as simple as a better description on the itch page or a real tutorial. either way, thanks for playing!

I gave it another go, but I couldn't see how vertically swinging the shot can be more accurate than constantly stabilizing the gun and swinging right/left. Vertical and horizontal swings don't differ. It's just that there's more horizontal space for the bullet curves than vertical due to the ceiling. Is the vertical weapon axis wobble intended as an additional element of difficulty, or is it part of your intended input mechanic? For me the gun's vertical axis goes crazy after a couple of relatively subtle movements and becomes virtually uncontrollable unless I stabilize it with RMB first. Am I not supposed to do that?

The problem with the 'relatively slow process' of swinging in the third level is, that I don't have the time to execute it. I get shot first.

Maybe adding a few intermediate levels with a more gradual increase of difficulty would help. One or two scenarios with stationary targets before moving on to moving targets could do it. You know, with different geometrical challenges, so the player has time to develop a feel for what's going on. I can imagine that many players would hit the first target more by chance than by skill.

One peculiar thing happened to me while playing level 3 again: I happened to press RMB the moment the turret's beam hit me and somehow I managed to 'catch' the beam. Is that a remnant of a mechanic you were experimenting with?

the vertical axis wobble is indeed the intended input mechanic. the critical observation to make I would hope is that it allows you to decouple the gun orientation from the head orientation, so that you don't have to wave your camera all over the place just to shoot. instead, you can focus the camera on your intended target, and then swing the gun 'through' it, while staying 'aimed' at it the whole time. the purpose of RMB is to stabilize the gun before and after the swing, but not during.

I believe this is reaching the limit of my ability to describe these things in words :) and I realized itch allows you to embed gifs, albeit at terrible quality:

it's quite possible that the sensitivity of the flicking action is just too high by default.

your comments on incremental level design are accurate and incisive.

and yes! catching bullets is a thing. however, it's much harder to do than dodge, and we didn't have time to implement a useful reward for doing so.