I think the game has potential, unique art style, and a clear vision, but the main mechanic does not feel satisfying and we need more world context.
I would say the onboarding experience is pretty frustrating. The menu being part of gameplay was weird since you can control both at the same time. Also you start facing the end of game where you dump all your radiation? The art style is so abstract I don't know what I'm looking at and where to go first loading in. It was made even harder since we don't any controls yet, so trying different buttons made me zip around a lot confusing me and I actually fell of the map (also did this in the main level) because you have limited boost and lack of collision. The only way to keep playing was to reopen the game. There needs to always be a check in a 3D game to kill/respawn the player if they fall too far past the floor. It took me a few minutes to get out the staging area and almost quit there. Games like this would typically start you in the first level so you can learn and play the game first before worrying about upgrades and stuff.
Overall, the readability proved my biggest issue. It being so unique and placeholder art made it frustrating to figure out what is going on. I couldn't tell what type of platforms were or what the radiation was. The radiation sucking requires a lot more feedback. It's hard to tell it's doing anything, collecting doesn't feel fun, and there is no challenge to collecting them. This makes upgrades feel unnecessary since they're not needed to make the game easier or solve harder puzzles.
I feel this game has something to say, so I'm curious to see where it goes next.