@Kyler Thatch and Japanense Teeth: Very fair points. It took me a while to get used to the control scheme myself — again, I'm not the programmer here — so I understand and sympathize with the complaints on the controls, the shift key as well. I definitely can see and suspect the final version allowing you to change your control scheme. Thought will be given on the default scheme, as well.
The concerns on player's hitbox and enemy/player bullet visibility have also been acknowledged... "Make everything possible more clear to the player, " is on her list of issues to fix, now that she's been getting feedback on the game.
I'll make a point to let her know that the level of damage the player characters attacks inflict should also be under that umbrella.
To clarify, Twilight and Cadance's manual shots are superior to their auto-shots, as far as damage per second(if you can mash the key properly) and area of effect go... though Cadance's shots are actually meant to be used simultaneously, to compensate for her auto-shots extremely slow firing rate.
In the final version both auto-shots will (or so I've heard) have additional effects on hit, charging up a bomb meter recharge for Twilight, and a health recharge for Cadance. All that being said...
I completely acknowledge that the lack of feedback to the player on how much damage is inflicting is really problematic. As is, Cadance is probably the strongest character in the demo version, with both her shots inflicting much heavier damage than Twilight's [which is its own acknowledged balance problem], but because there's visible way to discern that as is, no one's ever going to realize that. Blame this issue on the myopia that comes from a two-person development, I suppose... revealing these biases to us is half the reason that this demo had to happen.
Oh, and as a parting question, any opinions on how you'd rate the overall difficulty level? With or without the control issues you faced, if at all possible.
Either way, thank you both very much for your time and commentary!