I commend you for getting a game with this much complexity out within a week, but I would say that the complexity in some ways doesn't work in your favor. The tutorial seems a bit overwhelming with many random keys, and once you're in the game the UI is a bit cluttered. I personally am not against using AI to code (as a software engineer I use it regularly in my day to day workflow), but in this case it may have lead to unnecessary bloat.
The core idea is good and executed decently well - hitting and knocking out other tops. I think there are many excess ideas that could be stripped back in order to keep the spotlight on what's fun, which is spinning fast and hitting other tops. Things like the roguelike spinner adding extra stats could be reworked or more integrated. Also, the UI was not responsive to different screen sizes, which is something the AI should be able to help you do and goes a long way toward making the game feel good!
My recommendation would be to keep the AI usage to writing code if you're going to use it, but avoid for music or any other assets, and focus your efforts on design so you can guide the AI to better outcomes. Good work and thanks for sharing!