As you can see, I've been having WAAAY too much fun in this one. 
Your title is as serious as it is unserious sometimes. You've successfully merged the core loop of dark souls with controls of happy wheels and slapped classic Swords and Sandals aesthetic on top of all that, then made it your own with the spin of a jam. I might be totally biased, but games so cleverly developed deserve to win some prizes. I'd say, you winning the CrazyGames award would give you wonders, since you could further think how to gain financial revenue from your work as a browser game. Outstanding work.
And not to leave you too glazed, I'd say some extra screen shake for critical damage (like 100+, my max without damage upgrades was 314) would up the UX. Some extra audio would be nice, for the rockets for example (however the randomized pitch for steel clash is already present, which is most welcome).
Lets talk abilities: I only upgraded spinning, which is the driving force of the core mechanic and directly translates into damage. No point in upgrading damage stat, especially by such a low number which was 3% per upgrade. Either up that number or scrap the upgrade completely (I'd say scrap it and add more locomotion mechanics, like jump power or grip - to climb the walls). HP upgrade is also kindof 'eh', since you could be upgrading HP and damage automatically on levelUp or simply provide alternative ways to heal through the slots.
Some nerfs to the flail should be taken, since it is the most reliable damage dealing weapon in the game, or to create alternative one-shotters. My final build is as follows:

Whilst not the most stable for climbing/parkouring, it is the most efficient damage dealing combo I could come up with - legitimately killed the boss in 30 seconds or less on level 9 spinning (I regret uprading 1 level in HP so I could see max lvl spinning).
Hopefully you win, or otherwise continue developing this game, since I'd gladly pay for an extended version anytime.