Congrats for making top ten, I'm super jealous.
Art, animation and style are super. You could already ship it on dlsite.
Your game is already successful, you can bank on it easly. Having said this, if I have to judge your gameplay in a vaacum (aka I'm judging a shmup and not and not a eroge): your gameplay needs a ton of work, I'm always blunt about this: it's pretty bad.
As a shmup player I see a lot of good mechanics, so maybe more than errors you just run out of time. Have a list of my complaints:
- enemy projectiles should always be high contrast against the background. Right now a few bullets types get lost into the green of the forest(see cave games in general).
- at the beginning let me know if your musumeship has an oldshool hitbox or a danmaku style.
- the beginning of the level is pretty annoying because you have to sit and wait the intro movie. It's one of the euroshmup sins, let players skip it(see every jap shmup).
- enemies are super tanky, another euroshmup problem. In your case it's almost justified because I wanna see naked enemies. Your ground enemies are a good middle ground.
- I get the idea to have only one long life before game over, but at least add a checkpoint middle stage, or make levels shorter(see gradius).
- multi weapons and powerups with medals are super fine, but don't downgrade all the weapons if you get hit, only the one equipped (see harmful park)
- bomb is super cool, but it's a very long move to be without invincibility.
- I agree with another anon: if slow is a mechanic, you need to implement it well. Slow must have a bar, and some section of the game (or enemy types) should need slow to be completed without dying.
GL.