To me, the chainguns and the maneuvering options didn't go well together. The neutral objects, mines, and tileset seemed geared toward a fast-paced multipath map, but the chainguns, given their number and relative position to the various cubbyholes, kept stopping me dead. (unintentional pun)
One way to get around that is to play the chainguns' game, making detours in order to dodge and lure their shots safely. I know your demo uses this strategy, Riobe, and I tried it but it didn't sit well with me. Since there's no direct cover against the chainguns for most of the level, I ended up making huge detours and "wasting" a lot of my run time, which was especially a shame given the potential flowiness of the map setup. So I tried utilizing the flow more and trying my best to manipulate the chainguns workably, and eventually that gave me my AGD below, but meh. I didn't really have a good time getting there.
Nexx
Didn't like it
One way to get around that is to play the chainguns' game, making detours in order to dodge and lure their shots safely. I know your demo uses this strategy, Riobe, and I tried it but it didn't sit well with me. Since there's no direct cover against the chainguns for most of the level, I ended up making huge detours and "wasting" a lot of my run time, which was especially a shame given the potential flowiness of the map setup. So I tried utilizing the flow more and trying my best to manipulate the chainguns workably, and eventually that gave me my AGD below, but meh. I didn't really have a good time getting there.
So that's why I'm going with 2/5 on this one.