Sorry I'm rereading my message and it's confusing to me as well, I'll try to rewrite it (also, I'm sorry if it came across weird or presumptuous, I was trying to suggest stuff I'd look after when touching it up after the jam).
Basically I think that the movement needs some tweaks.
The main issue I've found is the collision between the character and the walls that makes the character go inside the wall to an extent, like it doesn't stop when it touches the wall but goes inside where the wall collider is. This feels really bad when coupled with the movement of the ball, which has momentum added to it because it makes it difficult to properly gauge the spacing and gives this "soft" vibe where you always feel like you're getting inside the wall. It also creates some weird inconsistencies with how bullet go through walls (I'm guessing because of overlapping colliders?).
The other "problem" is the momentum of the ball, and by that I mean the quality that makes the ball accelerate gradually, reach maximum velocity and then slowing down when coming to a stop or changing direction. While I think it's a valid movement on a shooter, I think that given the small space and the sharp turns it just creates this weird pattern of movement where you basically rush into a wall to stop and turn around (because you basically can't make a sharp turn, so you have to basically brake somehow or make a wide circular movement, but there's not enough space for that).
Going from this, I think the colliders should be accurate (I think it's the walls because of the bullets but it could be the ball) and then there's fixes for the rest, like removing the momentum (so that the player can make the sharp turns without stopping) or removing the sharp corners (either with curves or by making the "roads" wider). A fun alternative could be adding a bit of bounce to movement when you touch a wall that allows you to retain momentum, and then you could cut the outer corners on sharp turns to be at an angle (like 45°) so you don't stop when you touch a wall and you keep going your way at the speed you had before entering the curve. Basically anything that makes the exploration feel snappier is good.
I hope I explained myself better, this is ofc just an advice.