Wow, interesting concept for combat. The colorful indicators on the mob heads themselves, rather than the icons stacked above them, proved really useful when dealing with groups of enemies. The idea that you need to create your window to aggress by disabling a shield is an idea you usually see reserved for boss encounters (and it worked well when that actually manifested in your game, too). Here are some of the things I noticed:
- it wasn't clear if I should be hitting enemies with either of the two projectiles, or..... center them in the middle. It wasn't until I fought the shieldless enemies that unlocked each door that I saw that centering them between the two lasers was technically correct. This was a bit visually confusing.
- Especially in the second room, I had to hunt for enemies back and forth a few times before I could get the door to unlock. An ability to zoom out, or a minimap, or having key enemies whose defeat is required for progression make their way toward you, or some type of indicator, would help a lot to reduce 'wandering' that didn't add to the game, in my experience.
- I agree that use of number keys wasn't very ergonomic, but at the same time, it was clear. The concept was neat. The fact that it seemed like a fairly significant investment was required to terminate mobs was offset by the fact that there was HP regeneration. It took a few tries before I understood the attack ranges for the specialty attacks.
You had two bosses. Two bosses! The first one felt very boss-like, what a fake-out to then find another - and this time without the shield mechanic, but with a lot more projectiles. I almost died fighting the second boss, until I realized if I just circled around it at a decent range, rather than move back and forth, it was easy to avoid most attacks and let the HP regen tick everything back up until it died.

Overall, interesting game idea. Traversal and ergonomics could use some love, in my opinion -- and of course, SFX and ambience (music optionally) would do a whole lot! -- but this was worth the playthrough. Because every jam game is a compromise on scope, I wonder what other ideas you might have had on gameplay tuning, visuals/audio, or features, if implementation time weren't a consideration? Nice work, and congratulations on your submission!