Hey, your key art doesn't do your game justice. Everything actually looks much more beautiful and stylish in the game itself!
The visual style of the game is great, I love it. The only downside would be, it struggles with visual language sometimes. Certain level elements blend too much with the background, sometimes it is hard to tell a wall from a decorative background element. This also goes for projectiles passing through some obstacles but being stopped by others, in a seemingly random fashion.
Controls are great and smooth. Enemy attack and movement patterns leaves desire to have directional attack options (firing at certain angles, up and down, not only left-right). Also, I wanted to find a proper combination of dashing and dodging enemy attack - especially on tough drone battles at the end of the level - and I feel like sometimes avoiding damage wasn't possible at all. No matter how quick I was, there is a number of situations where I felt like getting hit is unavoidable. You might want to look into that. It would't be a huge problem, but extremely satisfying if done right.
The tutorial helps a lot to understand what's going in the game, but I would advice to space everything out a little. It's hard to pull off properly (and I'm guilty of overlooking tutorial issues myself :) ), but you could entertain new players much better if you would integrate all those hints into levels more seamlessly, letting the player actually get to the game as fast as possible, only showing them when they are absolutely necessary to progress (dash over a pit, shoot to fight off a monster, etc.). I must say you did a good job presenting in the way it is, though.
Sometimes, it necessary to die to actually return to a previous part of the level to collect something instead of going for exit portal. Once again, not a huge problem, a lot of other games do that too - but felt like a little bit of an oversight for me.
I played through ~4 levels and I love it so far. Keep up the good work!