A simple concept, but nicely executed! For some reason, I found the spinny, wobbly movement when the mouse wasn't moving to be strangely endearing. Also, getting used to the motion of "Ra" at the beginning showed the contrast with how manic it seemed after upgrading the abilities a lot. The stunned state had a nice feel to it, just the right amount of drift after getting hit, making you almost feel sorry for what is essentially just a static star sprite. I think you did an admirable job of balancing the difficulty over time and the main gameplay mechanic of watching out for the two main types of enemies kept things interesting for a while. I thought the sprites and colors looked pretty good with the complementary colors and minimimalist pixel art style. I'm not sure what's happening story-wise with Ra, but that's not really important for the gameplay. Another potential improvement: maybe something could have been done to introduce the upgrade options to the player more slowly over time instead of having them all available at once from the start. One idea might be to randomly show 2-3 of the possible upgrades at a time between rounds, so there's an element of chance. Also, from a UI perspective, I actually think seeing the progression of the upgrades is more important than knowing the exact stats for each one. Like, if it was simplified down to something like 5 stars, and every upgrade would add a star up until it's maxed out, that would give more of a sense of progression, but there's other ways to achieve that, as well. Anyway, those are just some thoughts that came to mind. You got a full gampelay loop in there, and that's what counts. Nice job!