loved it! the presentation was really tight! the art is stylish and the battle backgrounds are cool! the gameplay is definitely fun (you can't really go wrong with bullet hell). the cool nickel and the penny had cool bullet patterns. having the grabbable green bullets adds great risk/reward. i do have a few notes, but they're just nitpicks.
i wish there was a bit more strategy to the car-washing segments, after a while it's pretty straightforward. the most interesting part was when i couldn't find a smudge of dirt on one of the wheels and was wondering why i couldn't go to the next level. maybe you could get attacked in the car-washing segment too?
to me the worry in a game like this is that the "minigame" part feels completely separate, and it's like playing two different unrelated games. i think you mostly dodged this by adding and subtracting time through the battles, making them feel tied together. if you were to develop this further, i'd just keep that limitation of "minigame" type encounters in mind, and maybe look for ways to more tightly couple them with the overworld. maybe something can still come after you in realtime in the overworld while you're battling, so you have to choose your battles carefully? just a thought!
this is very subjective, and balancing during a gamejam period is quite tough, but most of the bullet patterns felt a little easy. since hitting one bullet is by no means run-ending, by making the bullet patterns more challenging and balancing around that, you might be able to make the game more fun while not locking out beginner players, since they can still keep going even if they lose some time.
rock-solid entry, had a great time with it. thanks for making it!