I liked the aesthetic of this game a lot, the simple brush tool art screams Flash, but there's also enough flair in the animation (I especially like the running animation) to make it feel as though all the simplicity is intentional and reflects a consistent style, rather than being simple out of laziness or inexperience. The graphics and dialogue are really cute and make me want to see more work either in the same universe or in the same style.
The gameplay is unfortunately kind of lacking. The controls are smooth and the rules are fair, but when you combine the simplicity with the lack of difficulty you end up with something that feels very forgettable. The auto targeting makes this game feel like an even easier version of Archero where you don't even have to stop moving to continue attacking. The enemy AI only comes in a few flavors, and because none of them try to encircle you and just have basic rush or projectile attacks, the hardest part of any level is surviving long enough to begin circling all of the enemies that clump together in the middle of the screen. The game's progression seems like a difficulty curve at first, but since the upgrades scale proportionally to the increased enemy density, you realize it's really just a single homogeneous experience with power creep to make it look more dramatic over time.
Despite having a few forks in the map, the game ultimately ends up being very linear, since you still have to clear every level, and one of the areas is actually soft-locked (in a very conspicuous and intentional way) by having enemies that are too fast for you and have to be revisited once you unlock the first speed upgrade.
The upgrades are really basic and the false choice of building out your character (since you eventually max out everything anyway) feels like the design of this game was borrowed from a mobile game. On top of that, the lack of a final boss really is a big letdown, because it essentially means that the first and last levels have the same content - just the same 3 basic enemies that are all dealt with using the same circling strategy.
For a one-time experience, this isn't bad, as it's short and doesn't overstay its welcome. That said, there are so many little tells that indicate that the game is a very tightly controlled experience (from the upgrades to the path the player takes to the single dominant play strategy) so its replay value is going to suffer dramatically, player agency and skill ceiling are low, and playthroughs of the game from player to player are going to look nearly identical, as there's really no way to play the game aggressively, defensively, or even like a speedrunner (since you can only attack at the predetermined autofiring rate.)