I personally think that the overall concept is cool and fits the theme well. Also the are style is corherent and gives me enjoyable retro vibes. Howver, there are some game design decision I don't fully understand. What is good is that there are a lot of different guns, with different properties, however, before picking a gun it is difficult to tell if it will be of use or not. E.g. when picking the freezing gun: I though: this will be great to have cc, so that I can hit more enemies with the regular gun. Turned out: I never used the ice gun, because its fire-rate makes it unsuable. Also some of the weapons seem to be more or less identical, wrt. their usecase. E.g. the caltrop launche and the molotov gun, essentially do the same thing. One of them does damage on collision and the other one probably per tick, but since, as it seemed, there are no stacks (like 5% dot per fire stack, etc.), those two weapons are identical. So here the weapons could be a bit more orthogonal.
The other thing I did not really understand is what the point of the wheel is. So don't get me wrong: the wheel is cool, but there is only one side enemies are attacking from: so I felt like a solid selection of three weapons, essentially solves any issue, therefore no spinning of the wheel was actually needed. Here you could have solved the "issue" by making gun cooldowns explicit to the player letting the player spin the wheel with the right time, in order to really utlze 100% of it or the map is build in a way that you need to use several sides at once.
Please don't interprete this criticism to harshly, I really think you did a great job as a solo dev and really produced something you can be proud of.