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Instead of the forced tutorial, I think it would be better to make the gameplay more intuitive. Make it so you get the upgrades by shooting them and you stop the bombs by shooting them. Though it would make more sense to collect upgrades by *not* shooting them.

The second gun really doesn't feel like an upgrade. Sure you might occasionally hit two enemies at once, but if it takes twice as long to fire, it's just not worth it. One thing you could do is make it so they reload independently, so even if it's not as good it's worth using. Or maybe you have the main gun you fire by holding the mouse button, and then press buttons to fire the other guns, and they each have their own icon showing how long they take to recharge.

Actually, the guns reload (recharge) independently. You can do exactly as you suggested: hold the fire button (LMB) and switch between 1 and 2 on the keyboard. That way, you can fire multiple projectiles when both weapons are recharged. This is actually an important technique to use in order to progress through the harder waves.

Regarding the recharge time of the second weapon — wait for the Power-Ups that increase the fire rate. :)

I thought about adding some sort of recharge icon near the reticle itself, but I think it might be too distracting and could make the UI feel a bit too heavy or busy. You do have the recharge bar at the bottom left, though, which indicates the recharge progress as well as the fire rate (e.g. 1.0/s = 1 projectile per second). 

I do have a small question: if you’re playing on a Windows machine in the browser, does the crosshair look alright? Or is it too thin or too small? Is it readable enough?

Also, does itch.io give you any issues when switching to fullscreen?

Thank you