Delightful little tower defense with a superb aesthetic. Art direction and procedural animations and environment design and sound design are all honestly better than a lot of fully-fledged commercial indie games which is super impressive to see in a jam entry! Huge congratulations to you for being able to pull off something so slick and joyful.
The gameplay was a delight, although I did find myself cursing RNG across both of my two runs where I felt as though all the "good" pieces I was finding were all of the same type (first run I got swamped with High-Quality purples, second run it was yellow :P ). There were a few balance-ish things that probably could have heightened the game even further, but they were all quite minor. It felt a bit silly to be able to just put all my towers in roughly the same place (with shred up front, of course) making the level design fairly inconsequential. It also felt like there was very little reason other than impatience to just build everything near the end of the level so as to always be close to the "rare" spawns. Similarly, everything other than the rare spawns felt fairly useless, since I never really felt any need to use them. I threw together some budget towers more to get them out of my inventory than anything else (and I collected them because of course I did because they were there and they made satisfying dinging noises when I hit them). I did feel like there were rare opportunities to get super punished by RNG where the segments could be arranged in such a way where you were unable to do anything to use them effectively, and that just feels kinda icky if you run around, get 4 to 6 potentially very good segments, use them all to try to make a great tower, and then through no fault of the your actions the order of the segments decides you get an exceedingly average tower instead.
Anyways, I've lost track of what I've been rambling about, so I'll just start over from the beginning and be more brief: Lovely game, very impressive. Very fun, but feels a *bit* "solvable" assuming you don't just get horribly battered by RNG. The wheel did feel a bit more like a gimmick than a true core part of the experience, but I enjoyed it as a gimmick nevertheless.
Phenomenal work on your submission <3