Thanks for the feedback! Sorry, long answer ahead~ TLDR: You are right, but it's hard to implement for me, might try next time, but still willing to make improvement
Thinking of it, turrets were supposed to be soldier shooting at you on sight (maybe even moving!), but that didn't make it to the final game, along with levers to deactivate spikes or make them go in & out of the floor (I actually made the animation's sprites...). But then it's mostly like a wall until you block its sight, while you can still pass between bullets.
As for your idea, it's good, but harder to implement, at least for my current skills: hitting a bullet still makes the game crash sometimes :/ It also raises lots of question: turned base? Everything happens on the same tick? Collision are calculated after the move, during it, but whose move? I needed a biomass "container" anyway, but you are right, this kind of puzzle game should focus on solving and not skill. Maybe making the bullets slower could do the trick? Level design should be around the pacing of bullet I guess. I'll make some test.
The goal of room 3 is to use twice the egg mechanic, that's why I used two turrets on the right to insure you cannot pass without blocking the turret. I realize now placing the turrets at different distances works too, so the crossing of the bullets makes it impossible to pass, and I think the timer to go top is easier. So I just changed room 3 layout :) And for room 4, you are not really supposed to face the bullet! Not the way I solved it at least ^^'
I'm considering making a few more levels and a move counter on the room select so you can see if you did it in a minimal number of moves. But I won't change the physic otherwise, too much work, I want to consider my job done for this jam and keep it as close as it is from now!