Really strong submission c: My only critique really is in some of the enemy design and clarity to the player. Upgrades that buff other upgrades (extending combo multiplier, expanding explosion influence) get offered before and along side the prerequisite upgrades, i wasted a lot of levels picking up 'extend combo multiplier' without having a combo multiplier to extend. the 3rd boss feels unclear, everything else i'm supposed to touch but i think i got hurt when i touched the playing cards? that's ultimately what killed me, i was trying to breka them to stop them from hittin gmy base by sitting on them and i think i died. the large slow enemy feels superfluous when it dies in 1 hit.
ultimately it's a limit of hte 1 hit design space, the gameplay is really fast and fun, but basic waves became frightfully easy (at least with mouse controls) and the make or break of a given run is whether you can figure out a boss's gimmick before it kills you. At least to me it's a negative play cycle, on the basic waves you risk boredom, on the bosses you risk frustration, smoothing out that design pattern could really help here.
That's a lot of words dedicated to critique, which isn't indicative of my over all play experience, this is a really tight, fun design that you could absolutely run with expanding. heck it's practically stand alone already. I only deep dive the critique because this game has gotten the basics so super duper right. This is a top contender to be sure c: