Yeah, don't need to make it auto aim as that would indeed make it too easy. Most of the Unity -> WebGL games I've made don't really have much in the way of physics, so I haven't had to deal with this issue yet to give any good advice.
Viewing post in Hauler (original submission) jam comments
I’ve played a lot that use Unity rigidbodys for physics like my game. I also probably forgot to put some of the code where it wouldn’t be affected by frame rate. I did that with a mouse driven game before and the mouse sensitivity was so low compared to when it ran 60fps in Unity. Lessons for next time.