Really liked the idea of the “health bar” being something that affects gameplay! There was a bit of a balance mechanic there, since when your “health” is lower, you have more time to react before enemies can hit the canvas again.
The store confused me at first because the shooting sound effect happened every time I clicked, so I thought I was buying things when I clicked on the icon, but eventually realized I needed to click on the price (or the +) to actually purchase. This also meant that I would auto-fire as I clicked “done” in the shop, so couldn’t always react to the first enemy if my shot was on cooldown.
I wish there was more incentive to move around, since speed was an upgradeable trait. I found that staying in the middle was optimal because it meant I could see enemies approaching from any side. Perhaps projectiles from the enemies could incentivize moving (although it would be super hard!)
A couple of bugs I noticed in the shop if you get a chance to revisit post-jam: It lets you buy canvas health upgrades even if you are at 100%, and you can upgrade the shoot cooldown to be negative.
All that said, I played until Wave 15 or so, and practically maxed out everything (except speed, haha), so clearly I was having fun!