I really like this concept, its a neat take on the idea, i like the dash mechanic a lot, its a good tool in that you can use it to attack or evade, but attacking brings you some risk, its a good tactical tool, very fun to pull off moves with it.
The art-style is also very polished and clean, im a sucker for angel aesthetics and this fits right in.
Im a little bummed out about some of the mechanics, though. The base movement speed is a little slow, and the dash only goes in 4 directions. Besides that having the different dashes be options between levels is a missed opportunity, it wouldve most been more fun for me if the dash options were part of the inherent moveset of the character, like having the long/short dash be dependent on how long you hold the dash button.
All in all leaning into the more arcade-y skill-based elements mightve been fun, and then perhaps using the orbs for choosing between upgrades rather than swapping dashes? something like that might be interesting.
The background showing the previous levels of the tower as you rise up it is a very clever take on the idea, it wasnt specifically clear to me that you were moving up rather than the circle in the center shrinking, so maybe having a "zoom out" effect could be a nice little touch? Even still it gives a really fun sense of progression as you go along.
The enemies i saw were also very well-designed, working well with the central dash mechanic and requiring that risk-reward. It reminds me a bit of hyper demon, design-wise.
Id love to see what other ideas you have for enemies if you keep working on the game. :>