The rating system doesn't seem well set-up for physical games, so I tried my best there -- more interesting is going to be this commentary, anyway.
I'm a pretty big connoisseur of solo tabletop RPGs, which normally take the form of 'journaling' games; roll some dice, write a little story or entry about what happened, move on. The 12 episode format works pretty well for the theme, and the structure lends itself well to episodic, monster-of-the-week shows.
Numbers in general are pretty low; this tends to be good for tabletops, since that's less math and less to keep track of. Your player starts with 4 HP, and the kaiju tend to hover around there as well. However, in the context of a kaiju show, the numbers felt 'small'; I think I'd have appreciated a little more context into what 1 HP, or 1 round means. Is the 1/3 HP for a kaiju an entire, well-fought maneuver? Does lowering the HP of the hero or the kaiju cause their appearance, or shift the tone of battle? Is there the possibility of a transformation sequence or a form shift halfway through? How much time should a round last? Etc.
The structure also necessitates the construction of a lot of kaiju, especially if you get through all the episodes. The game as written makes all creation very freeform, and I struggled with coming up with enough enemies to fight. I think I'd have liked to see a list of, say, possible attacks, monster inspirations, special abilities, even environmental conditions, etc. that could be used to color a kaiju or an encounter (or even a hero), that the player could roll against to create random kaiju, or choose features from to splice one together. (with the option to still ignore it on their own, of course.)
I can't speak much to the mechanical balance of the game; I am curious if you had designed with the expectation of getting all the way through episode 12, though. In my first run, I ended up sort of ignoring the dice after the kaiju wound up winning 6 rounds in a row in episode 1 and caused me to burn all the heroic acts immediately...
Either way, I think this is a fascinating game and a pleasure to read through the rules, with some catches in the actual gameplay and some more areas that can be fleshed out in terms of providing guidance and structure. I think the structure and frame of the game is really cool, and could lead to really interesting stories being created, and I think there's a lot to work from if you decide to expand this.