Yeah, the game is kind of short. If I had time to design both art and mechanics for a 3rd fight that was somehow both bigger than the last two and completely unique from them, then I would've done so, but there was no way I was going to be able to do that as a solo developer under a time limit.
Originally the controls were more drifty, but in playtests too many people found that prohibitively hard to control and took a very long time getting past the first enemy, so I had to dial it back. If I had more time to playtest I would've liked to find a better balance of driftiness, but alas, time ran out.