Hmm, decent and cute little bullet hell shooter! For a game jam game, I was quite impressed at the general level of polish and craftsmanship, what with the cute and animated presentation and especially with the great amount of enemy variety with all sorts of unique attack patterns to look out for! The boss was a great cherry on top as well, what with his very extensive attack patterns and telegraph animations for each.
While I do feel like the game is pretty neat, there were plenty of aspects that dragged it down for me unfortunately:
The enemies felt like they were incredibly spongy and became such unsatisfying slogs to defeat when you've gotta pepper each of them with so much gun fire (er, wand fire). I understand that, near the beginning where enemy density is low, high health for the skulls can be necessary to ensure they live long enough to get some attacks off, but when the game ups the enemy density, that sponginess becomes incredibly frustrating.
Speaking of enemy density, it does get rather overwhelming in the later levels and becomes a real unfair nuisance due to the way that enemies will stack on top of each other and not only become a spongy mess, but with the way that they will hide each other, making it impossible to see bats charge up their tackle attack, among other things.
Another subtle aspect of the feeling of sponginess present in the enemies is the lackluster sound design and feedback for kills: the game overall feels very quiet, muted and bereft of exciting notes which really dulls the satisfaction of combat. Screenshake is also very repetitive and just reduces the screen into a vague mush of confusion.
Powerups were ok, but rather unexciting and basic. But even more so than that, they felt silly and unfair: you'd think adding bullets onto your wand would be an additive powerup, but no, 2-shot or 3-shot are separate powerups that don't stack and override each other. Similarly, the powerup to transform your shots into larger shots can show up despite you already picking it up, yet if you pick it up again, nothing will change.
Checkpoints were a mixed blessing, or rather a curse: if you make a bad powerup choice or end a round with very little health, you could now be stuck in a very bad situation with no way out for recovery. I'd much prefer if the game were to just restart completely upon death to allow for the player to make better choices and get to where they were with more health, especially since it is already short enough.
Finally, as much as I am getting this game some considerable stick, it was a rather short game and it did make me want more! If this game wasn't a game jam game and got to have some more time in the oven, I could see it being incredible: while it isn't balanced in this iteration, I can't overstate how impressed I was with the sheer creativity and diversity in your enemy design! Would love to see more games in the future.