TL;DR there is so much I did not like about my first three or so runs, and I can't play any further.
First off, got to be some of the worst sound design I have ever heard. Everything sounds exactly the same, at the same volume level, and nothing sounds distinct. The obnoxiously loud rolling sounds drown out anything else important, which are all harshly pitched attack intents that hurt to listen to anyways. Music is atrocious, it just sounds like noise. Everything is generally noisy, in a really bad way. I just turned everything down to 1% after a while of playing.
Beginning selections of available items are really boring, and the self-described "gacha system" really isn't it, especially with escalating prices on all categories no matter what you buy or obtain. You almost never see a good Ability, unless it's a shop item that you just can't afford. There's only really one effective "build", and that's the collision-based upgrades. This also leads to all weapons feeling unreliable and pointless, especially when the ammo usage necessary to kill things versus the inherent limit on ammo recovered due to the cooldown of the boost attack leads to an ammo shortage on later stages. So, sometimes, you end up just waiting around dodging attacks while your boost recharges to do more significant damage.
Having the boost button be the same inseparable bind as the fire button is insanely not intuitive -- you fire weapons in the direction of your mouse (sometimes, depending on the auto-aim) but boost in the direction of the arrow keys, leading to boosting in the wrong direction 50% of the time due to muscle memory. This would have been solved by making it a keybind you could separate. The spacebar is right there, and has been used for similar functions in other twin-stick shooters.
Speaking of which, default bindings are atrocious in general. Weapon switch on G is impossible to hit while moving, which is bad in a movement-heavy game. I'm guessing it's a Unity game (hello, Kenney Assets keyboard icons!), and I imagine they couldn't be arsed to figure out how to make scroll wheel bindable, due to it registering as an Axis instead of a Button within the new InputSystem. (I mean, I figured it out eventually on my own for my FPS project...)
Art style looks neat, but also just amounts to visual noise. Enemies are often very tiny and blend in to the stage props. Enemy recognition is also similarly impossible, everything kind of just looks like the same either cluster of boxes or the same orb. Projectiles are often the same color as the stage, and don't necessarily blend in, but do become hard to spot as you're rocketing around and having to process all the other visual noise to pick them out from enemies. Speaking of enemies... absolute bullcrap design to centralize the game around collision damage, only to make every enemy from stage 2 onward spend 75% of the time jumping in the air and being untouchable, especially the second acid boss.
In general, the movement feels way too chaotic -- in a vacuum it's pretty great, but when stages get complex, it's a complete mess. Whoever made the decision to make booster pads put you into the boost state when you're not rolling has never played a minute of this game themselves, and it's very frustrating when wall / corner boost pads have a gigantic hitbox that forces you to blast headfirst into projectiles despite being two meters away from them. Bounce pads and other such hazards are sometimes next to impossible to identify, with flat colors that make them look unimportant and uninteresting, as well as blend into the level geometry. They also have the same sort of issue of having larger hitboxes than normal.
Overall, terrible first impression, and I don't see myself pushing through the issues I have with this game to see it get better.