One of my favorite games that I have had the pleasure of enjoying in person is Tempest. Much like your game, it involves a shoot-em-up style game that involves the player rotating around a predetermined path that enemies also appear in.
I think LoopPProtect shares some of that DNA, inherently, as a result. There are a couple of ways you could potentially go with this concept.
I think I get what you're going for with the limited ammo. Most space shooters go for infinite because of the sense of urgency, but I think I can see the appeal with limited. Trying to line up a perfect shot is fun and rewarding if done right. I definitely think there's work to be done in terms of player urgency and player agency here.
For one, the enemies sticking to the outer spheres feels... wrong. I like the damage over time thing, but it feels like there's an incentive to just give up after the first one sticks. The majority of the time that they're on-screen they're stuck to the outer rings, and I feel like it would be more beneficial for them to spend more time actually approaching. That would heighten the sense of urgency when one actually *does* stick to the ring.
As for player agency...
As previous commenters said, the movement of the game is pretty... slow. There's a couple of ways you could fix this. One would be just a straight increase of the player's speed, which is totally valid, or a toggle by holding down a key for a run/walk mode. One thing I've noticed is that either the player goes the same speed while in the inner rings, or goes slower. I think it would be good design to make it so that the player goes faster in the inner rings, as if they're already that far down, they certainly need the boost.
I would like for there to be a better, intuitive way of seeing how many hits it takes left to take down an enemy. I often don't know where to ration my bullets and when since the enemies don't have anything like a health bar or a relation (that I can see) to size. If you wanted to forego the healthbar on every enemy, perhaps make the bigger enemies get smaller as they're shot.
The bullets seem random. I'm often stuck not because I missed a shot, but because I'm straight up out of ammo and the game doesn't give me enough. An easy fix would just be increasing the ammo drops, but I'd honestly recommend some way of refilling the player's ammo for playing well. Maybe something like skill shots or combo attacks. I'd pick your favorite.
For random things I've noticed,
I'm not a big fan of the audio. I do wish there was an option to turn it off. There's a adage in film where you have to prioritize audio, content, video in that order. I definitely would see some people turned off by the audio and not see the game itself. I do wish there was some variation in the music rather than a single loop (most flip between an A section and a B section in music).
The replay button doesn't work. I've attached the error, but I'm not a programmer, so I'm sorry I can't help more.
The tutorial is... confusing. The eye doesn't lead very well to what it's saying, and it's overall very busy. I legitimately didn't know you could move with arrow keys until I accidentally pressed it. Separating the instructions into discrete boxes and not stretching out the text to the window size might help. The text is also flipped: A says move clockwise, but it goes counterclockwise, D says move counterclockwise, but it moves clockwise.
There are numerous directions you can go with this, but I legitimately believe that this game at its core (ha) is pretty good, especially for a jam time limit. As much as I'm pointing out nitpicks, I can see the roots of a good game in here which is why I have a lot to say about it. I have to stop myself at this point because this review has gone on for much too long. I look forward to your work in the future and good luck with the game jam.