I see that you mention your previous page for the game was deleted. That also removed our comments from last month. Normally I'd check the previous to compare my comments and adjust them to build off the old, but with that not there, some of what I say may be similar.
The web page could use a bit more contrast between the font color and background. It is readable for me, but not pleasant, and I know people who would not be able to read it. As it is, I am highlighting the text with the mouse as I go along, to make it easier to read.
I played up to a score of 16,550. In that time I got a bonus that turned the ship red several times. I'm guessing maybe it was immunity/armor, but did not get hit, nor change my rotating strategy with it, so not sure. I also got a weapon upgrade that made the weapon split/spread/fan out with a multiple projectiles. I liked the spread ability, but the upgrades were not needed up to the point I stopped.
I found the game to be very easy. I stayed in the middle rotating around and clicking as fast as I could. Occasionally I'd stop for a few seconds and deal with a large group, before resuming the spin. I'd also move slightly to get the bonuses, but as time passed I felt less inclined to get them. I stopped playing when it felt like I could just go on forever with nothing changing. As I recall, in the previous version I played all asteroids split, even the small ones, which made it very hard. I like that you have switched to a more standard approach of the bigger ones split into smaller ones, and the smallest do not split.
I'm not sure what the best way to balance the game is. Maybe make the smallest asteroids be a bit smaller, and therefore harder to hit. Perhaps the smallest, or those that split out, move a bit faster. Right now it feels a bit like a clicker game, where clicking fast (while rotating) is all you need to do. It feels like it needs more to make it fun. I see in your big devlog comments about reaching 50,000 and 75,000 to unlock new phases. I think that you need to add better difficulty scaling much earlier on. There just wasn't enough keep keep me engaged. Add some additional enemies or enemy logic in the earlier game, and ramp up the difficulty gradually over time.
What do you mean by your comment for reviewers "NOT an asteroids clone"? This feels very much inspired by classic Asteroids, but with pixel art graphics. You would need a massive change for people to not immediately think "Asteroids" when seeing/playing the game. There is nothing wrong with being a clone of a type of game. Most games are based on/inspired by others.