The idea was to let the player get some idea of the fantasy from the very start of the game and for it to get harder past midpoint of run. It's very tricky to design games for jams, if you make them difficult enough that most people bail without seeing the real point/fantasy of a game, especially in a jam setting where they will often play for a few minutes then move on to the next to rate. I definitely feel that there's a level of too easiness at the beginning but I'd prefer that as a sacrifice to see players get to crazy builds to see it fit the theme of the jam rather than them starting off pathetic and weak and thinking there's nothing special differentiating the game from other arena/bullet heaven roguelites. Also if you mouse over enemies or tap on them on mobile you can manual target FYI.
Thank you for the feedback and for continuing to play some more! Appreciate it.