Distinctly presented, the hand-drawn artstyle made me think of some old Flash shmups in the same aesthetic, and the goofy enemy designs reminded me of Dr. Jekyll and Mr. Hyde.
It seems that the game was designed with Easy difficulty in mind - higher difficulties were very punishing, dying once meant losing a lot of power with little opportunity to get it back, and would quickly snowball into being unable to kill anything. At the same time - avoiding civilians required a degree of precision that is difficult to achieve with how large and relatively slow the player is, while killing everything in sight would snowball into being completely swarmed by army forces with little to no breathing room.
Among other things - random civilian spawns killing the player with collisions felt unfair, and strongly discouraged claiming space to the right. I would suggest removing collisions with humans at least (or make them die on contact instead of you) - they will still jump in front of your shots, but at least they won't prevent aggressive positioning.
In general, seeing the enemies together with civilians/cat/structures felt a little off - aliens are everywhere, civilians are everywhere, yet they do not interact with each other at all (as if they are allies). For example - wouldn't it make sense for the godzilla miniboss, instead of walking next to buildings gracefully, to walk among rubble of said buildings?
On a positive note, I think the presentation and the ton of variety with enemies/civilians works really well for the game's setting. Lets your imagination run wild - are you a hero? Are you a villain? Are you just passing by, or tripping balls, or are you just so badly misunderstood that everyone is trying to kill you..?
Solid amount of content with a healthy dose of imagination. Not regretting giving it as much time as I did. Congrats on finishing the jam!