Yowza, what a cool beat-em-up you got here! It's seriously impressive how absolutely bursting with style and energy this game is: love all the crazy animations, transitions, and juicy touches that this game has not only to the main gameplay, but to other elements like the menus and title screen! I'm a big fan of beat-em-ups and this game provided a nice bit of button-mashy punchy fun and demonstrated some pretty solid fundamentals to make the hits feel satisfying, vary the enemies, and have a cool boss fight to top it off. Solid work!
That being said, by being a huge fan of beat-em-ups, I am also very critical of them, so if you wouldn't mind, here is some potential feedback you can use (or not):
*It did feel like the play area could easily get overcrowded and cramped, leading to messy and confusing gameplay: perhaps you could stand to zoom-out the camera and increase the arena size to assist with this. I think it would also have a knock-on effect of allowing for more room to fight and maneuver, bringing more strategic designs from that.
*While the feedback of hitting opponents was pretty solid thanks to factors like screenshake and so on, I do think the game could stand to have a bit more to it, specifically some hitstop/freeze. I love it when your punches get that extra bit of slowness when hitting people to differentiate just swinging in the air!
*I found it really odd that you can't use the mash move when you have full TNT meter: you'd think that as long as you press instead of hold you could still use it instead of going for the explosion, but for some reason it is not allowed.
*Wish there was a bit more clarity on what the power-ups do: couldn't tell whether power-ups were giving me health, TNT meter, or both.
*While the moveset has a lot of moves to utilize such as an uppercut, slide, sweep, jump slam, and so on, they don't seem to have clearly defined purposes for any of them: they pretty much all are just some flavor of quick knockdown. Wish they each had something special to them to allow for more strategic play. For example, maybe the uppercut could juggle enemies and allow you to get bigger combos at the cost of higher commitment leaving you open to interruption, while the sweep can hit grounded enemies instead of having to wait for them to get back up, and maybe the slide can get under enemy blocks, and so on.
*As alluded to above, the game feels overly simplistic at the moment and feels like a brainless button-masher: while this can be fun in the short-term, it's lacking depth to allow for skillful and strategic play and this hurts long-term satisfaction. Not only was I really disappointed I couldn't juggle combo enemies launched from a uppercut or jump slam among other things, but also I felt like the enemies are too simplistic in their AI patterns, both in the way they attack and in the way they never attempt to surround the player or juke them out.
Anyway, sorry for the rambling: there's some serious potential in this and I look forward to seeing how it develops!