Surprised at all the issues with Rag Raygun. I played through the trial, and got to the Material Girl Boss, and was ready to buy (have't yet, but along with the Capcom collection released Wed, it feels like a perfect time for such a game...)
Jumping is always something I feel "eh" about in many indies, this.. wasn't the worse. I found enemy animations and details more impressive than those quibbles.
I did notice a few odd things, though.
--For one, those tiny planes seem to DROP the Bullet Bill Bombs. That... huh? It threw me off.
--Shooting through objects happens much more than I suspected. It's fair on both ends, but it was different than expected.
--Restaring from a life isn't the most clear thing in the world. Upon my first death, on what was the "bottom" floor of the stage, I was reset to the top upon living again, and started to go the wrong direction, since it looked similiar... An arrow pointing to the proper direction of where to go would help, as well as making the screen disallow backtracking up to a certain point.
As far as command placement... it was odd for the first 3... 5 seconds? Moreso for the backdash, because counding from "3, 2, 1" in reverse order threw me off. But once that was over... no biggie. I had no problem switching between Backdash and forward Dash while fighting the boss, and I don't feel I can accurately call the controls a true mess, until I see how the buttons are used for all powerups, in this case.
The presentation shown in the game, and it's trailer, easily have me ready to overlook the issues, and jump right into the game. Patches to it's problems would be appreciated, but from the demo... I've seen much, much worse on IGs, and well-rounded presentation should go a good ways here (since that's normally one of the weakest points of many games on this service)