Right so I remember you weren't totally satisfied with the sheer amount of bullets in this game, but honestly I kinda like that about it. The core gameplay is less about being pedantic about each bullet and more about statistically throwing yourself at path of least danger, which isn't the most consistent gameplay type but it works really well with the concept of picking enemies you want to kill off at the trade-off of getting glaucoma.
Unfortunately though, all the balance issues imo actually come from with that trade-off mechanic. I didn't find out you could attack for a while, and got super excited when I found out about it because I was thinking I could route some nice enemy-killing plans, but unfortunately by the time I whittled down the health of any of the problematic ghosts I already tanked like all their attacks, and now I can see a lot less.
If the attack dealt more damage and/or was aimed somehow I think it would have been a lot more doable to pick an enemy to kill and then follow through. Or maybe some more thoughtful enemy placement with fewer enemies instead of spamming them, since the current enemy quantity really devalues killing them. It could still be the same ridiculousamount of bullets, but from more intuitive sources each time so you actually can piece together who's giving you the most trouble. I also noticed some bullets had different behavior. If each enemy had a dedicated color to their bullets that might have also added to the thinking factor.
I'm just throwing things at the wall here but I think it's really worth revisiting this if you're the type to go back to jam games. The trade-off mechanic seems just a couple tweaks and some dev time away from integrating perfectly with the gameplay. Also that BGM, 10 outta 10
Oh but uh, I didn't love the part of the level near the beginning at the top with the lava pools. The jumps were suuuuper precise and the pools can take away your life bars so fast that it became a heavy reset point for me. RIP.