Whow! Such a great thing! This bullet hell game is probably the most original I've seen in this game jam. I really like that the supply for health and amo only stays for a short amount of time, forcing me to be constantly on the move. The blocking of the rings indirectly create some very interesting bullet patterns and there were definitely space to dodge bullets so I really appreciate that. However, there are certain elements in the games that makes me feel a bit unfair. First, one bullet pattern is impossible to dodge.
I die a little inside every time this comes up because it feels like a forced hit except if I were on the middle right of the screen. Second, I can't really accept that the precision of my gun is so low that its target is always offset to the left of the boss. Timing the shoot so that the bullet comes to contact with the ring I want is very finicky, and in the heat of the fight I usually leave it to my luck. I understand that it makes hitting more challenging but it'd make more sense to me if the rings apply negative/positive attraction forces and bend the trajectory of my bullets - still very challenging but more intuitive and fairer: I don't have a faulty gun.
Some more smaller feedback: Sometimes the amo and health pack dont appear on the beat, Idk if that's intended. The avatar stops following me if the mouse position is too far to the left or right of the screen - only the center square registers mouse position it seems, which leads to unresponsive controls at times. This last bit is nitpicking but I know you could do better with the end/restart screen. That would significantly increase the immersion ;D.
All in all, a very innovative bullet hell. Well done!