I am going to have a lot of criticism nitpicks, so let's get some praise out of the way first. I absolutely adore the aesthetics, the music, the graphics, the everything! The movement mechanic is so interesting. There are a few areas that need fixing up as well- the controls were very offputting, and the enemy system seemed like an unneeded weight in its current form. Aswell the whole "pushes" thing felt funky, and I am not quite sure how to fix it.
First of all, it is completely unclear where the player will fly when releasing from a cog. To improve movement I would release directly outwards, or with the direction of rotation (perpendicular to the former). Next, it's no fun searching for one last enemy. It feels like enemies just artificially extend the game. It could feel better if you connect movement and enemies mechanically. For example, to kill enemies you must slam into them with the player character. Next up- pushes! I wish they could be regained as you play, but no idea how this could work. I might also replace the complicated directional pushes with a single key gravitating the character to a nearby cog.
I have gained an appreciation for per-pixel lighting in a pleasing pixel art game and believe me, the pixel art is VERY pleasing. The single graphics thing that bugged me is the anti-aliased text for pop-up messages. It took a minute straight to read, "Kill more enemies." It appears the display location needs to be rounded to the nearest pixel. I hope someone sat through all that, and I hope I didn't ramble. Now it is time for me to stop procrastinating on English homework... keep well and keep creating!