Let's go in the order of things I noticed:
- HTML for a 3D was a bold choice, it was too laggy in my browser I had to go with the download (even my 2D games is starting to get to a point of performing poorly in the browser, I am not deducting points for this, but sometimes it's better to not offer the option as some players will just try the browser, see it's not running well and quit)
- The music is rough, I had to turn it way down. (I had trouble with that too, I usually use external CC0 music in my projects, and it was a pain to try and make something)
- It's a bit aimless at the start, it took some wandering around and trying to interact with things to get the gist, the upgrades looking like a virus did not help
- The shield was the first upgrade I got and it was not helpfull? I think I did not use it to actually make progress, it's possible to skip the places you need the shield by going up the ramp and jumping early. The shield stoping the character also felt weird to use, it sometimes felt faster to just hug the wall and jank my way through the turrets.
- The attack upgrades felt more like keys than like utility upgrades, as the only place you can use them are in the puzzles to get the upgrades, they don't make traversal easier or more convenient or help you deal with the turrets
- I liked using the turrets to get vertical velocity, and liked that you used that in a challenge
- I got all the 4 "ship" pieces and went to the next map, I think you got the size of that section of game right, and the puzzles were diverse enough to keep interest even with the game feeling a bit rough
- The dash felt good enough that I think with some real level design and goals it could have been a better game, or sticking with what you already had and polishing it and scrapping the dash, as you said somewhere (citation needed?) you "made too games into one" and they did not meet anywhere and end up subtracting from each other by consuming the limited time