Pretty cool game! While it isn't necessarily anything incredibly unique, being somewhat of a basic twin-stick shooter with simple bomb-esque powers, it is nevertheless quite charming, eye-catching and satisfying to play with its psychedelic visual flair and bombastic juicy effects.
While I do think it is a rather basic shooter, that's not to say it doesn't make a bunch of smart decisions. The risk-reward management of the hyper bar and gem collection, the subtle de-saturated colors used on companion bullets to signify them not being dangerous, the clear and impactful damage feedback for both enemy and player, the sheer variety of enemies and bullet patterns, and so on all combine to create a beautiful chaotic battle you can get into a trance fighting through.
That being said, I think there is definitely some room for improvement that I would love to see:
*For health and hyper being so important to monitor and manage, I find it very strange to have them be so tiny and crammed in the corner where they are barely noticeable. Would love if they were made more prevalent, not just by increasing their scale, but also perhaps by using symbols or bars instead of boring and difficult-to-parse-during-battle numbers. Would love if the hyper bar was a big glowy bar that stretches across the whole screen so it feels great to fill it up, and I'd love if the amount of left-over health would temporarily appear dead-center when you get hit, for example.
*Would love if the tutorials were not just walls of text which are very difficult to parse and remember, but instead images, symbols and pictures. In addition, I'd prefer if power-ups used logical and iconic symbols as well, such as a plus sign for health, instead of having to memorize this bizarre and unintuitive color scheme you've got (which again, isn't explained with pictures or examples of the colors so it's difficult to recognize them in-game). With more intuitive symbols and such, you wouldn't even need a tutorial in the first place!
*The sense of progression felt quite lackluster, with the difficulty curve going up and down in strange ways. Some runs I'd encounter a super hard boss early on, other runs I'd keep encountering the same easy boss repeatedly. Yes, there were some changes that made me feel like I was getting somewhere, such as bosses spawning more and more along with minions, but still, it all just blended into a mush.
*I found it odd that, once you kill all of the enemies in a wave and enter the power-up selection phase, the game doesn't automatically clear the board of bullets (similarly, it was odd that killing the boss doesn't clear his minions away). Just felt a bit against standard conventions and confusing to remember.
*While the game is a visual treat, the same can't be said for the audio department, which has like two sound effects (one which drones on and on and just becomes static) and no music, which really dulls the experience and compounds on the sense of no progress being made (changing music can be a great way to make you feel like progress is being made, and music would also be great to get you into that combat trance).
Still very impressive for a jam game, and I would love to see a more enhanced version of this: maybe it could be the next Hyper Demon!