As you requested :)
First of all, the general idea is fun & unique. I didn’t realize what do the knives do at the beginning, and it so happened that a dimension shift occurred at the exact same time when I gathered the last knife in the first level (or should I say the first dimension?), so for a while I thought that gathering knives is an alternative way to finish the level :D Also I didn’t realize that dimension shift is random, it seemed to go through the same sequence of levels every time (can’t say for sure, though!), so I thought it is quite harsh to restart from the first level on death. Given that the dimensions switch randomly, and the goal is to eliminate all the enemies in all dimensions, maybe restarting from the first dimension is OK.
The graphics is quite simplistic but nice, although some elements of it don’t quite match the others. Levels themselves (the floor & the portals) are nice low-poly models with some random erosion-like deformation on the cube edges, which looks really nice. The cube you’re playing has the same erosion thing and also it the only thing that has an outline. Cannons are also low-poly, but don’t have that erosion effect, having instead a perfectly symmetric icosahedron shape, which makes them feel a bit out of place. The knives look like highly-detailed models (even if they aren’t, not sure) and are glowing. Finally, the colors of the dice & the cannons seem a bit random. That’s all completely subjective of course, but I’d say that the visual style might need some unification across all present elements.
Restarting returns you to the main menu, which has only one option (which is to restart the game), so this menu feels quite unnecessary, and it gets a bit frustrating to have to press [SPACE] again and again - maybe death could simply lead to game restart?
I noticed that the cube’s speed differs between dimensions. It’s an interesting touch, but movement on the “slow” dimensions (the first one in particular) feels really wrong, especially when you want the cube to quickly dodge the bullets and spam movement keys but the cube still moves slowly. I’m not exactly sure how to mitigate that; maybe make the cube move fast on all dimensions, maybe record all key presses the player did and make the cube move a bit faster when the movement queue size is large (that’s what I did in my game, btw, and it seemed to work nicely).
There are some bugs as well. When selecting a cannon to throw a knife into, the first selection option often is an empty space (sometimes - an already destroyed cannon, sometimes even outside the level boundaries), and if you throw a knife there, it just keeps spinning at that spot forever. When moving through dimensions, you can get stuck (attached a few screenshots) mid-animation and can’t move anywhere.
Overall, I’d say this is a pretty interesting idea that needs polishing and bugfixing, good job! Consider trying my game as well, if you wish.