After grabbing the character I needed to angle where I wanted to shoot him. In some instances I was aiming for another rubber band (which he would automatically attach to), in others it was for a collectable item hanging around the level. The aiming felt natural, and the flight pattern of the character felt proper.
As I moved onto the later levels of the demo, the game became progressively more challenging. In these levels, the next rubber bands were further away and often surrounded by spikes, forcing a precise flight pattern. Collectable item stopped being along flight paths, forcing me to carefully plan exactly how I could grab the item, and find my way back to my current location in the level. As one would expect, the levels also became more expansive allowing for exploration elements.
WireWay was pleasant surprise. I hadn't heard of the game at all, and after a few minutes of play time I could see myself greatly enjoying the full retail version of the game.