Thank you for your comment!
I initially thought it out with a more interesting score system, with a timer mechanic where you had 10 seconds before you died, and you could pick items up to refill it, but you would have a score multiplier inversely proportional to the amount of time left, rewarding risky play. Was halfways implemented but I didn't have time to add the actual pickups so I just dropped the mechanic altogether. The score itself seems to be bugged too, with enemies giving out score multiple times after dying, so right now the score is little more than an afterthought.