The game was alright. Endless runners don't generally have a lot of variety either way, so it's not the easiest game-type to do much differently with.
The knife mechanic, I found to be handled rather poorly. You had to be a bit preemptive if you were to dodge them, which actually could be considered a quirk that made your runner more unique, not only endless running, but always having to be shifting directions vertically to avoid the knives as well. Could've been an interesting element, but then you have the knives being individual objects, which means that when you have multiple knives on the field, if any of them are disrupted, even by enemy knives, you end up with falling spikes. I ran along the ground for a moment just to see, and the knives accumulated bouncing in front of me, dealing constant hit damage each time they'd bounce off and hit the ground and be encountered again. All in all, having the knives return to their pool when they hit, anything, would've made it a bit more reliable of a mechanic, or, setting all the knife throws to be on a regular timer, and thus, making the chaos more predictable, and able to be maneuvered, either way would've delivered a better experience in my opinion.
As for the player knife throwing, the constant angle really made it difficult. Again, two alternate solutions I might suggest: Throw the knife on the X axis, and maintain it on the X axis, so that targeting can be handled through the jump mechanic itself. Secondly, do a physics based throw mechanic, which in turn allows consistent but skillful use of the knife mechanic. In it's current state, it's not unlike the straight flying dagger I mentioned first, but the ever present angle requires you to get a much greater feel of when to throw as the variable angle is dependent on height from ground, and it doesn't even align with the ground point, so all bases beyond trial and error are lost.
All in all, the knife mechanic kind of spoiled it for me, on both ends. It's a functional game, but I feel like it's an endless runner that dipped it's toes in bullet hell but without the rhythm or consistency to really match up with the pace of the game. Sometimes it felt like the enemy weapons were way too on point, other times it felt really good, like I was deftly dodging them as if it was intentional, but it wasn't. If you could factor it so that it is more reasonable to intentionally dodge, rather than be always dodging, then I think this game could be very amusing.