Pretty neat vampire survivors-esque game! There's a lot of games like this, but I felt like this one did a pretty decent job at differentiating it slightly with its goofy themes and animal-based attacks. For the most part there's an alright level of polish put into the combat with explosive kills and blood being left behind and all that jazz. Had some good fun here!
It could just be because there are so many games like this out there, so competition is fierce, but overall I still had some feeling that this was lacking, despite it technically being quite decent. I'm not sure exactly what it is, but I did have a slight feeling like I was never clearly feeling the feedback from my attacks: felt like everything easily got lost in this chaos and I couldn't tell what was doing anything, where other similar games have you feel like you can still pick out the individual attacks from all the different weapons you have despite it being so chaotic. For example, the game told me my butterflies did the most DPS out of all my weapons, but it never really felt like they were attacking: it felt like they were just flying around me not doing anything. I will say there was a rare exception to this, being the toucan bombers which felt really good whenever they announced their arrival and streaked in for big numbers (though it happens so rarely that it's a bit of a bummer).
Apart from that, there were also some weird bugs and odd design decisions, like how you can exploit the dumb pathfinding of enemies and the fact that they collide with geometry and other enemies to group them up behind a wall and keep them out of your hair practically forever. Also it feels like the color palette and general presentation is a bit too bright and saturated and cartoony, leading to everything kind of blending together and making visual clarity difficult (possibly another symptom of me not being able to see the attack feedback that well).
I also dunno if I agree with the whole equipment system and gold gain: I don't like the feel of sacrificing potentially fun equipment for your current run to use for a later run, just feels like an easy way for me to start optimizing the fun out of the day: "I'll just make this run terrible to make another run better!" Just let me have fun without worrying about all these logistics!
Again, the game certainly provides some good fun, but at the moment, I'd say it falls behind a lot of the other popular games in this genre: doesn't mean it's bad, but comparison is inevitable. Hope you continue to work on the feel of the game and other aspects as it is very promising!