Really cool game with some interesting presentation and mechanics. The focus on movement over aiming, which was relegated to an automatic 'field-of-fire' was an interesting idea for a fast-paced game, but I feel like it went a bit too fast at times for the game to work properly. Really rode the line between challenge and frustration. The auto-aiming toggle was a bit unintuitive, but you get used to it eventually. It felt like dodging enemy fire, especially spread-shot enemies was just down to luck at times since there's not a good way to react to them. Confirming enemy kills was difficult and haphazard given the speed of gameplay not allowing enough time for feedback, especially considering they need multiple shots to down, not just one, and it's difficult to tell which and how many times you actually shoot them since it's automatic. Basically a really cool idea and slick presentation, but the design is fighting itself at times instead of synergizing, I think. Fast games are difficult to do though and I admire this attempt.
Also the black screens where you are unprompted were a bit confusing to get through at times.