Another lighthouse game!
And another comment pointing that out!
(how many of us had the same idea??)
This was pretty fun once I got into it. I opted for spinning as quickly as possible and just hoping I got the timing right with each shot. But I could see how the spinning mechanic could lead to multiple different play styles, which is cool.
Design-wise, my only criticism is with the powerup wheel. For some reason I kept getting nukes and shields, and the nukes took so much of my health that it was technically not worth using the wheel. I only kept using it since I wanted to see what everything did. I'm not really sure what you could do in this situation though, since without the health penalty the wheel would be overpowered. Maybe you could adjust the currency system so each powerup has it's own cost, and if you can't pay then you take a health penalty?
Also, if you're reading this soon enough (I think within about 5 hours of me posting, while there's still time to make edits), my best guess for the cause of the lag issues that other people are mentioning is the game loading unique materials for the first time and adding them to a cache (especially complex shaders and particles, this was a massive issue in my game). You can create a materials cache that loads all the graphically intensive materials/shaders/particles as soon as the game loads to shift these lag spikes to the start of the game where no one will notice it. There's a bunch of resources online on how to do this if you haven't tried already. I could also be dead wrong about the cause, but it's a very common issue with Godot games so hopefully this helps.