i'm in love with the style and art on this game, the intro and it's text is beautiful, scrolling background, sprites are all very clean and pretty.
i did feel like something was missing while playing the game though, i didn't feel like i was progressing at all as i played until the background change was substantial. i think a cheap way to do this would have been a UI, depth meter, demons defeated, readable hp bar? anything to ground me a little bit, because at first i was worried there wasn't progress to be made... is this infinite? is this it? i found myself asking
i spent my first couple tries trying to hit as many of the demons as possible, but hitting the demons felt secondary, it put me at unnecessary risk vs just sticking to one side the entire game and getting to the bottom. hitting the demons did feel correct, and like it was what i was supposed to do, but i didn't ever feel incentivized enough to so, even in repeat playthroughs where i knew there was a score, and that hitting demons allowed me to hit more angels.
it wasn't immediately clear what hitting the angels was doing... i think the audio and visuals did a good job at communicating it wasn't necessarily good, but i thought i had lost the game entirely the first few times i hit one, and after replaying i'm still not sure what the mechanics of the angels are; when are you allowed to hit one? do they kill all the angels around them? is there any way to tell if i'm allowed to hit one? should i be trying to hit them to kill more demons? -- after paying closer attention i see now that the ribbon gets longer and shorter depending on how many demons to angels you've killed, though it's still unclear at what length it is safe to hit an angel.
overall, a decent submission, and i loved the looks of the game, but would need tweaks to be a smooth experience to someone who hasn't played, and to feel truly repayable by those who have, not having a visualization of how many demons you've slain or clear health indication is confusing, and it makes min-maxing angel sacrifices to score hunt tedious.
i'd love to see the systems, and story your game design document teases, i feel like a combo system and leaderboard could go a long way.
i wish you luck on all your future projects! <3