This was actually a really cool concept for a shooter! Having the damage only happen in pulses, with the gunplay being lead-up to that, was a really cool idea. There's a surprising amount of levels for a game made in four days!
I think the gunplay suffers a little bit as a result, but what little is there is really fun - having the dynamic of each colour-coded weapon filling a niche is pretty cool, and something I ended up doing too to really liven up the gun sandbox. It works quite well here with a neat combination of different guns fitting for each specific role in a fight.
The visual choice of having all the cutscenes animated the way they are is really funny also, and gives it a bit of old-school machinima vibes, or something you'd see slapped together using ragdolls in Garrys Mod.
The humour is really fun on this one too! It's just amusing, from the riffing on existing boss fight tropes, the Swerve Shot mechanic of the second boss, or the fact that the initial cutscene cutting off first felt like a bug - until after the fight, where the exact same starting scene played uninterrupted? I'll admit I laughed.
My only critique is maybe having the gunplay feel a little smoother - the combat is definitely pretty rough, but the outcome is a really fun casual action game. The cycle timer also felt a little too on the long side - and might've benefitted from instead being only five seconds long.
Nice work for four days' time!