Well presented and quite polished - I think the concept is really interesting, however there have been a few things that have held it back, IMO:
- Staying close to enemies to refill weapon charge didn't feel very rewarding, but rather felt like a necessity. It was a bit frustrating when you were forced to move out of range of some enemies, when you hugged them for a few moments, but still didn't get any charge. Perhaps a more responsive charge, with a low gain but much faster tick rate, would have worked well
- The player's power level compared to the time it takes to drain enemies. Taking down some enemies required more than one full charge, which really slowed down the gameplay as you were forced to turtle without doing anything, more than once per wave. If there was an additional way to attack, like some kind of special which becomes available when you overfill your meter, it would have been a more satisfying mechanic imo
- The size of the bullets' and the player's hitbox made dodging through thin gaps impossible. Especially while draining, you have to stay close to the enemy, but that means your large hitbox is also close to their bullet spawns, leaving you no time to dodge and forcing to tank... or get out and stop the charge.
While I do think there were quite a few missed opportunities with the game's mechanics, it's still a fairly solid submission to be made in just 10 days, and presented quite well. Looking forward to some post-jam updates ^^