A solid entry. I can see myself playing it more, in potentia, but there are a few aspects of the experience that didn't click with me:
I find the aiming exceedingly difficult to control. I think there are several reasons for this:
1. There is no in game indication of where the cursor is (I did notice the arrow at the character's feet, but that's not what I mean). The standard pointer cursor blends in with the black and white graphics of the game and I often found myself swinging in the wrong direction.
2. The character's attack animation locks you in a direction. You need to wait until the end of the animation to rotate. I see why the devs did this, logically, but it may be a good idea to experiment with allowing the player to move and rotate the root bone irrespective of animation status.
3. Sometimes enemies spawn on the protagonist's head and they seem to want to stay there. The camera angle makes this difficult to notice, so the player finds himself swinging the sword pointlessly several times before he realises the situation.
4. The most deaths I experience were not from falling to my death, but rather being hit by enemies, because I wasn't swinging my sword their way, but rather the opposite way.
Conclusion about controls issues:
It seems to me that this game would benefit from a completely different approach to controls. At the moment it's setup as a twin stick shooter, however, in the game one never shoots anything. Perhaps a more Diablo-esque approach to the combat may have been more empowering for the player. Another option could have been an auto-targeting system based on proximity? Take these suggestions with a pinch of salt, of course, as they would entail redesign of the spawning system and who knows what else. The bottom line is I didn't enjoy the controls as a user, and that puts me off of the game forever, and you don't want that as a dev, and I don't want that as I player. :)
I also have a bit of feedback about the audio. The music seemed quite dramatic, enticing, and overall fitting of the setting, however, during gameplay it was really quiet for me. Perhaps its overall volume is set too low in the mix? I'm no expert, but the music felt faint while playing, and the lack of other in game SFX was much more evident because of this for me.
I really liked the purchasing system for repairs. There are a few problems, like less than clear UX for when you don't have enough money and seemingly pointless upgrades, like ATK+, but the repairing of blocks made me feel in control of the space running out situation.
Good work guys.