Not too shabby! For the most part this game feels very well-constructed, both from a presentation and gameplay mechanics standpoint. I enjoyed the combination of snake movement with shooting, and the decision to have your bullets feed from your health as well as have currency left on the ground too long turn into enemies added a lot of strategic depth! Pardon the pun, but this game feels like it has a pretty good 'core' in place, and I got quite addicted to the frantic nature of the battles!
In terms of feedback:
*It's not too bad, but I'm a bit miffed at how the camera moves during combat, as I feel like it is completely unnecessary since the battlefield is already perfectly fit to the view, and moving it only serves to cut off parts of the field or throw off my aiming. I say just keep it static positioned.
*As nice as it is to keep the data bits being spent, it can take too long for them to be spent when costs get high (which can happen as early as the 2nd upgrade). I'd say either speed it up for high costs so that spending always takes around the same amount of time no matter what, or allow us to click to speed it up even further or even skip it.
*I swear there were a few times where the controls would bug out on me, like I'd try to activate an ability and it just wouldn't go off, leading to me dying because I was counting on it to get me out of a jam. Even though I don't think it's because it was still on cooldown and I just didn't see it, I'd argue that if it was the case, I'd like more feedback then, like for it to play a sound and pulse red if I try to use when it isn't available.
*Shop could use a few more niceties, like being able to see our current abilities so we can decide whether we want to get an upgrade before choosing it (and be able to back out of an upgrade and pick something else if desired).
*Was curious whether the upgrade room could have a bit more strategic purpose to it. For example, even if the upgrade room is finally open to you, maybe there could be a bonus for putting it off, like maybe you get a score streak if you stay in the game long and it resets once you go for an upgrade, or maybe the enemies keep getting harder but going into the upgrade room blows them up and you want to save that for when things get too hairy for maximum gains.
*My biggest complaint is that while the game is nice, it ultimately feels a tad bit pointless, lacking a sort of long-term goal and sense of progression/evolution: perhaps if it had a stronger narrative, plot setup or acknowledged ending you're going for, or more interesting checkpoints or changeups like bosses, stronger enemies or different biomes with new mechanics or obstacles and so on.
Looking forward to seeing how it evolves! As said, it definitely has a good core to it, which means you've already got the most important part in place.
EDIT: I'm liking a lot of the recent changes that have been made! I agree that I think the game works better without the overall metaprogression and that it should be run-based, for example.