This is a pretty cool idea and quite fun once you get past the wall of not knowing what is going on.
The first problem is the area/path select screen, it's really not clear at first what the game wants you to do here and I spent a while trying to click on things before realising what it was. The combat is a bit easier to figure out but could be a lot smoother by giving more information, you don't know at first which enemy is named what, I think having the target selection be the actual enemy sprite would work a little better.
It also felt slightly buggy/random in terms of what projectiles/how many would be fired at you. For example, pinchy + 2 dragons I was expecting pinchy attacks and some fire/the wind(?) attacks, but it would just be fire or wind on their own, and pinchy attacks wouldn't show up until I killed both dragons.
The little grey skull bullets were brutal and very scary, especially on the boss which felt particularly unbalanced. the blue hand locks you into quite a small window of evasion making it impossible to dodge many of the skull bullets, but killing the blue and right hands first means you get 10x as many skull bullets fired at you!
What I did really enjoy was sort of trying to group my units together to squeeze them through tight dodges, that was very satisfying and a unique mechanic.
I think this could be an extremely fun game with some polish and better player guidance. Great entry!