Pretty groovy game! Starts out a bit slow, but I loved, despite its simple controls, how challenging and trance-like it could get when you're dealing with all sorts of enemies coming at you. The art is cool and it feels quite slick to beat the crap out of everyone, and I definitely appreciated the sheer amount of enemy variety that kept increasing as the waves went on.
The only downside I would say at the moment is that the game felt a bit dry: don't get me wrong, it does have a kind of cool neon aesthetic to it all, and it's very addicting to beat up everyone, but I would love if there were more juicy and cool visual/sound effects to the combat to really make building up a combo feel satisfying. It just felt like the game was rather muted in terms of feedback: there was no feeling of rising pitch as you get closer to frenzy, no significant change to your attack effects while in frenzy, and no cool feedback when hitting a rocket or projectile back at enemies, among other things. The game was also a little clunky in terms of controls: trying to punch after missing would eat my inputs a lot even when I thought I waited long enough to recover, and target prioritization would mess up at times like when I try to hit a rocket and a person overlapping (and it doesn't go for the rocket). Also, and this is a bit of a personal one, but I didn't like the inclusion of these weird superfluous micro-transactiony details like powerups and some sort of weird daily reward spinwheel: I don't feel like those are necessary at all and just detract from the experience and balance.
Overall I still think the game is quite fun and addicting, but just feel like it could use a bit more, pardon the pun, "punch" to really sell it and make it feel even more enthralling.