i personally don't have any issue with the controls since it's the same layout as WASD except slightly shifted; however i do have an issue with the difficulty.
in the first one although some areas were pretty strict with the timings almost everything was pretty deterministic. you either do the jump exactly as needed or you fail, so it's all on you whether you make it or not.
for this one the sporadic enemy movements make it pretty much impossible to clear each level in a consistent way.
i would say clearing the game without dying is pretty much impossible, but honestly i can't even make it to the end so i'm not sure if i should even worry about that lol.
the dark dragon enemies in particular are a pain, for multiple reasons.
using a sword is the best way to stun them, but unless you keep applying it the stun doesn't last nearly as long as needed, especially when you're surrounded (level 17 my beloathed).
even then there's a certain amount of endlag when you use it, but unfortunately their sporadic patterns makes it so that sometimes they simply "walk around you" as you're using your sword and hit you from the back.
aside from that, i wish they weren't completely black because most of the levels they appear in also have a dark background which makes them difficult to see, adding to the annoyance.
i also can't handle the barrel enemies that you can only defeat by jumping on them.
i understand the idea is that sometimes they're used as moving obstacles that you can't remove and have to plan around, but honestly they're stuck in such narrow passages sometimes it's just not viable.
i ended up being forced to "cheese" some of them by enraging them with a charge shot just so i could dispatch them in a less precarious location on the level (i believe this wasn't possible in the first game?).
additional jank ensues, for obvious reasons.
spent a solid hour and a half playing this but eventually got stuck on critter catcher 2 (level 27) because i cannot figure out any way to get into the room in the bottom left without dying in the process (to clear the pillars to open the path to the exit).
level 17 (50 deaths) and level 26 (31 deaths) were particularly memorable for being overly unfair.
i also kind of dislike level 24 but that's just a me problem with the moving stars.
honestly i don't really have much constructive criticism this time because the game itself is solid, since it's based on the first one (which worked perfectly fine).
however i think the new mechanic ended up being detrimental for this kind of game (which requires extreme precision) due to their randomic patterns.
it ends up making it feel like the level design is lacking