The core idea for traversal and combat is really good.
There's very little leeway when it comes to applying them in certain scenarios.
ex: Some targets get within view few frames before your doom, and you also have to pinpoint them.
Same goes for some static Warp Targets in wider maps. Makes playing in Fullscreen a bit harder since you have to drag the mouse more.
Suggestions for tuning the challenge:
-Wider areas that accept click around potential targets;
-Maps where the camera is more stable to facilitate aiming with the mouse;
-Bullet time when selecting a warp target;
Nice going !