You know I was mad when I got 5:01 on my 3rd run.
This game looks awesome in terms of development, but in terms of design it doesn't seem to know what it wants. The mechanics make it out to be a collect-a-thon, based on the counter going up instead of down, and enemies dropping a lot of loot. However, getting the hardest medal for collecting money is still absurdly easy and after that there's really no point to continue hunting down pickups.
On the other hand, the ridiculously fast pace of the game, including movement and jumping speed as well as no cap on your firing rate, make this feel like it would be much more at home if speed were the primary goal of the game. And the game is much, MUCH more fun to play this way! Unfortunately, the one time-based achievement is based on the completion time of the entire game and feels tacked on.
What this game really needs is a more robust scoring system, and a level selection screen so players can practice individual levels. You could probably mix the collect-a-thon and speedrun playstyles by having some kind of ranking system that requires a certain score AND completion under a certain time, but whatever your preference is, I really do think this game could have played to its strengths better.
The graphics are decent but it's the smoothness of how everything feels that really steals the show. The music REALLY gets your adrenaline going and feeds more into that speedrun mindset.
Simple concept with perhaps a somewhat misguided execution, but even that one speedrun achievement is enough to bring out the potential this game has.