I'll also chip in to agree with ssj782. I think this game is good overall. I got through all the current content (in v0.39) and felt generally satisfied by what I could do by the time I got the Omnidash, but after putting it down and thinking back on it a little while later, the most memorable part of the experience was definitely just the persistent emotion of frustration that seemed to be intentionally designed into the game.
I hated the blaster throughout the entire first half of the game. The slimes at the beginning make the worst impression, and I think that has to be intentional. The designer seems to subscribe to the idea of irritating the player with limitations to motivate them to find better movement and combat options later on. But those slimes really are a disgusting accompaniment for the beginning of the game. They can't be hit directly, so instead you have to constantly twitch around to position yourself for angled shots because they jump all over the place whenever you finally get a bead on them. The melee swing is more reliable but also irritating because it's slow and sluggish and it moves you into whatever you're trying to hit.
And not just slimes but tentacles, bees, lurkers--all these kinds of enemies seem to specialize in staying out of the line of fire and being a general nuisance to kill, while the rest need you to find the opportunity to plink at them long enough to drop them. Somewhere in the Summit region, I just turned on autofire (good job on the accessibility options by the way) and that certainly saved me a lot of resentment. Every blaster upgrade after that provided minor improvements while still feeling inconvenient, until I finally settled on spray-and-pray with rapid-fire boomerang shot as my main attack.
The other persistent thought while working through the levels was definitely "when am I going to find the damned double jump, or at least a wall jump upgrade already?" Of course it became clear that the game would likely not allow it until the end given how it makes the other movement powerups obsolete. But the continuous teasing of inaccessible bonuses and passages is just another example of designed frustration. I think it's particularly because you keep seeing these inaccessible locations everywhere instead of being compartmentalized, and they're not marked on the map, so you have to try to remember each one so you can come back whenever you finally find whatever unknown upgrade it is that will get you there. You can't know what upgrade is coming up next, but you go through 4 whole regions seeing countless places that need something like a double jump without ever getting it.
Ultimately, the bullet-sponge enemies were tiresome, and I felt the debug option for increased blaster damage put things in a far more natural state. The heavy trigger also reduces attack range, which is just annoying, especially on a bunch of already short-ranged shot types. There never seemed to be a proper combination that gave sufficient range, power, and coverage at the same time. Rapid-trigger boomerang shot and heavy-trigger boom shot were the only methods that felt effective, and those only came together very late in the game. (Also Flare Shot, but it took almost every skill point I could find to make it good. I didn't like the feel of Force Shot and its very limited ammo never inspired me to upgrade it. And of course you can spend all your upgrade points on Flare Shot only to end up in an underwater level where it's completely useless.)