I see. Yeah I unfortunately didn't read the post mortem XP
For the enemies... now that I know this experience was not intended... well with that explanation now I know what was going on...
...so basically in between my bullet attacks the enemies must have regenerated the shields and that's why they seemed to have really thick HP while I was playing it. And yea I suck at FPS games -- my specialty is bullet hell SHMUPs XP
The players were probably expected to figure that out because that system is basically the same as the player's; but imo it's not intuitive at all. This is an area that could've been polished: give some effects indicating the enemy has got a shield that depletes; for example when shot give a barrier that changes color that breaks when the shield gets broken (I actually don't know whether you implemented this or not tho but if you did I didn't notice).
Now as with the enemy strength itself... unless your aim is for a grim atmosphere where the players are made to feel weak and powerless, either weaken those standard enemies (in particular, try removing the shields for the standard enemies) or add some enemies that the player can easily butcher.
There are certainly a ton of things you can improve and polish. Aside from the above, the most glaring problem is in the dialogues. It's not the contents that's bad, although some stuffs in the dialogue indeed should be trimmed imo. It's the appeal of the dialogue box and text. No offense here, but if I may be frank, it's just so, so painful to read. Make the texts bigger and decorate it more man -- my suggestion would be to make the dialogue box style in similar style with the super polished UI :P
> I enjoy making weird broken janky shit a lot more
Wellp. No complainin here. I feel the same way. I guess Game Jams ARE good for experimental games. But game jams can also be good to train the polishing skill when your game is shorter, and players enjoy polished games more.