We did debate going to a more classic fixed view with 8 direction movement but figured we'd try something new. To add insult to injury, the assets we had on hand don't work very well in this spinny configuration. I completely understand the preference, this does get a bit hectic. As for intuitive, the tutorial is a bit... wordy. And the hand controls are a bit awkward, but we figured it would more represent the crippled nature of our anti-hero and focus on the one remaining hand. Perhaps a slower paced tutorial with more focus would be appropriate for a longer game. As well as some more visual cues, as we're heavily lacking in the animation department. Thank you for trying the game none the less! :)