This game is pretty neat, big fan of the animations, especially the watermelon spitting boss at the end. There's a lot of character to this
The switching mechanic adds some nice variety to tactics, though I found it much better than the standard horizontal shot even at low power, my strategy became staying at midscreen to shoot the planes down before they could fire their tracking shot. I wonder if the secondary shot came with another effect like a different movement speed, similar to focusing in other shmups, that both might have more utility for the player
The tracking shot is a decent idea to force the player to move if there aren't as many bullets coming from the enemy, I wonder if the same effect would be enhanced by shooting out non-aimed bullets that wouldn't necessarily hit them just to add more pressure. Standing ahead of where the plane enemies fired would have a really odd effect on their bullets since they couldn't track me at all. Would that behavior be different if they fired much earlier? I might not have hugged the midscreen area so tightly if I had to fear them shooting before passing me.
I'm a little biased towards having a ton of bullets in the shmups I play, even if they dealt the same damage over time the trick works and encourages me to spend more time dodging than risking getting hit because the chip damage still works. This could be a result of not knowing the boss's current HP, I'm sure that'll get added later though. I wonder how differently your game would play if you upped the fire rate while lowering the damage equally.
The balance between rate of fire and damage still works decently well here as I was encouraged to play above power level 1. Otherwise the Pidgeon mid-boss would feel much tankier than other enemies. I liked that you continued to spawn other threats to compensate for its limited firing range, it was good pressure to keep me moving between it and the adds. I'm interested to see what you do with the scoring system as right now I get way more points by farming the adds summoned during the midboss than I do playing optimally through encounters. (e.g. 22,000 points from dying to the midboss while farming vs 10,000 for beating it and the gorilla boss quickly)
Overall I had fun with this and am eager to play more builds of it.