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This was really fun!  This specific kind of attack isn't something I've ever seen in a bullet hell, and I quite liked it.  I died a few times, but ended up beating the boss in 1:20.190 (though I think maybe the powerups carry over between runs even if the timer doesn't, so it does feel a bit like I cheated...but I'll take it anyway :P

There's quite a bit of subtle stuff that's going on here that I really like, too.  Not only the juice on the laser attack (which feels really nice, btw), but also the fact that, if I'm not mistaken, the enemy bullets freeze for a small amount of time after the attack goes off; that's a really nice touch that can make it feel like I'm just barely getting away, rather than being blindsided by an attack when the camera shifts back to the player.  Also the hitboxes on the bullets are quite forgiving, which is also really nice.  And that there was a little bit of strategy since the first person you tag gets the least damage.  Again, lots of subtle, good decisions that go beyond the juice and visual flair and make the game feel really nice.

One thing that surprised me is that the enemies don't seem to do contact damage, only bullet damage.  Nothing wrong with that, but I was genuinely surprised the first time I ran into one, thinking my run was going to end.  I might also consider not making the player go through the tutorial after their first run; it wasn't long, so not too much of a pain to click through, but I generally do think that mimimizing the friction associated with starting a new run is always a good idea.

All-in-all, this was a really fun time.  A short, simple game, but really well done.

Thank you so much for such detailed feedback! I'm honestly surprised you noticed all those little details, like the forgiving hitboxes and the brief freeze on enemy bullets after the chain attack.  I actually spent a lot of time tweaking those small things because I wanted the game to feel as fair and satisfying as possible.

Ironically, I probably spent too much time polishing those details instead of adding more levels before the deadline! 

I'm also glad you enjoyed the strategy behind the damage scaling and took the time to point out things like the tutorial and contact damage. Thanks again for taking the time to write such thoughtful feedback!