I quite liked this one! I find myself wishing you got more use out of the gimmick, since the three rooms that do use it are fun to navigate. Using the top-down perspective primarily as a dodging mechanism rather than just maneuvering through the levels is a really nice touch, as if it were a cooldown ability instead of a feature. Honestly I came to love it. I enjoy how it looks, I like how it sounds, overall I'm happy to have played it
The game, however, is also really hard. I don't mind hard games in the slightest but there were times where it felt hard in an unfair way. Think of the loading screen, where most UFOs hang on the left side so you miss their health pickups, combined with the fact that they heal like... 8%? You're more than likely going to lose that to an exploding enemy in the following three seconds, which on that note, are pretty uncompromising in their own right. I really don't think they should be allowed to jump, for one. They go really fast and explode really faster in a pretty wide radius, which is difficult to account for when you're also dodging UFO bullets in a confined space. If you let up on keeping the UFOs down for a moment, you die. There's too many chaotic elements on screen to track and staying in the groove is tough. It's much harder than the boss, and the boss is respectably difficult! The only issue I had with it was sometimes getting totally screwed by the cursors popping in when I'm in a corner, and I personally would've let the battery recharge a little more there.
My only other sore spot would be that the space bar really also needs to be bound to jump, rather than being stuck on W. Caused most of my deaths. Further, the charged shot needs an indicator or even just a sound when it's fully charged up--could never quite get into the rhythm of it. But as a base, it has a strong idea, and a pretty good boss. Would love to see you develop this further--good job!