The most obvious thing to mention here is the art, which looks absolutely fantastic. The theme is consistent and reminds me a lot of Okami.
The gameplay shows a lot of promise but it feels like it's missing something. The movement and attacking are logical and make sense, and the combo attack feels good to use, but something about the base capture feels off to me. The fact that the main character hits a large area when they attack makes the quantity of enemies irrelevant, so the difficulty doesn't scale the way you might have intended. This is exemplified by the fact that enemies don't really attack - they just kind of bumble around and deal damage when they're close enough.
I found a very dominant strategy was to do a quick sweep of each base from top to bottom, then heal at the home base until 2-3 bases were recaptured before doing another run. This allowed me to pretty quickly unlock all of the character skins, but it felt cheap, and waiting to heal at the home base was kind of boring. What if while you were in the home base, your other bases were converted 3x as fast, but the player also healed 3x as fast? This would keep the game balance the same but also allow the player to spend less time waiting around (this is a 30 second fix - you should definitely have time to handle it before the due date tomorrow!)
One strange thing that happened was that while I was doing a sweep, enemies swarmed the home base and gave me a game over, even though they hadn't captured all of the bases. Your instructions imply that you have to lose all of the bases before they attack the home base. Even if this isn't the case, I do think some kind of warning or indicator should pop up showing that your home base is under attack, or even just show a health bar for your home base on the UI at all times, because it was very frustrating to lose without even realizing it was happening until after the fact.