I have a few criticisms. First off, as a member of the Tentacult, I am disappointed that this game does not feature a Boss Ina like the title card claimed.
Alright, let's get serious. The basic concept is solid. A circular bullet hell, where you pick up bullets and throw them at the enemy. Great! And moving the player farther from the boss each time they get hit is a sneaky way to balance the difficulty a bit, since players farther out have more time to react (and more space between bullets). But there are a bunch of little technical flaws that bog down that concept.
First off, picking up the thrown bullets is finnicky. Sometimes going by them quickly makes you skip over the bullet (and there doesn't seem to be a "move slowly" button); sometimes it's just a little too far in one direction or another for you to actually collect; it's almost impossible to distinguish between the two.
It would be easier to tolerate the finnicky bullet pickup if more bullets could be picked up. I especially started to notice this late in my playthrough. I got to the point that the boss was firing six bullets at a time, but hardly any of them could be picked up. I'm not sure if this was a result of all the bullets lying around that I couldn't pick up (some because I was knocked back before I could grab them, some for no particular reason I could discern), or just a broken pickup-spawning system.
Which brings me to a related point: The game feels too slow. The chef's health bar is huge, and many of the few shots you get will be wasted destroying a boss bullet. It looks like the boss eventually brings out more complicated bullet patterns, but it takes a while to get there, and you're just dodging basic patterns until then...
...with overly-sensitive inputs. I couldn't stop myself from zooming around the edge of the ring. Bullet hell games need precise inputs, so that you can precisely weave between bullets. These movement controls are not precise. The high movement speed seems to also cause problems with collision detection, and we're back to picking up bullets.
All of these little problems clump together into a big mass of friction, making the game far more frustrating than the sum of its parts. The odd pickup bug wouldn't be as big a a problem if you could grab plenty of bullets, the dearth of bullets wouldn't be as big a problem if the boss's health wasn't so high, the controls wouldn't be a problem if you didn't have so long for your mistakes to add up, etc.
There's a good game in here, but it needs more polish.