I always find your game difficult to do on-the-fly analysis of since it's just so weird. 😄 So I'll share a little of my thoughts after-the-fact.
What I think is that your game is perhaps doing a bit too much to try to physically simulate things and it's affecting the action gameplay negatively. Often action games benefit greatly from simplifying out things like motion and aiming so that everything is tight, responsive, well-controlled and predictable. Not every game needs to play like a shmup but I think your game is going so far in the opposite direction that neither the player nor you guys as the developers are as in control of it as you want to be. It's easy to see why you want the physicality of the experience because of how it fits the feel and aesthetic of your theme, but ultimately I'm spending a lot of time just trying to kill other things and feeling at the mercy of the game a lot more than feeling like I'm applying, and developing, player skill to get a result. I think this is something that affects a lot of builder games, and you could argue it's just the nature of it, but to put it another way, a lot of the game time is spent outside of the builder in action gameplay, and I want to be able to enjoy that consistently. I think if we separate gameplay elements out as "more or less physically complex," elements of more complexity should be chosen carefully that benefit the gameplay, and things that don't should be simplified.
As far as the building mechanics, the thing that stands out to me most is that I can't really see what more or less optimal play looks like here. There's some subtle things that I can obviously discern as better or worse to do, but it seems like I have so many options and no feeling that many or any of them are particularly excellent. I'm sure there are more and less optimal builds, but as the player (especially new player) it's hard to see or feel that there's a clear path to becoming more powerful. I know you guys are aiming for a little bit of roguelite flavor in the progression, and one of the defining features of roguelites is that as you acquire upgrades your character gets really obvious boosts of power (in varying directions). And crucially, powerups also synergize with each other, which is exciting and leads to variety in "builds." Sipho doesn't need to be exactly this, but I do wish I could find some things that I could combine in some way that make me think "oh sick, this is going to be awesome." I also wish when I unlock more potential through acquiring food, which is basically Sipho's form of "levelling up," that I actually felt the excitement of getting to become more powerful. Instead I tend to feel like I just get to become "bigger," and often clumsier, and I don't really look forward to it the way I think I'm supposed to. I think I've made some suggestions pertaining to this in the past but I think for instance having the ability to spend nutrition to upgrade individual body segments instead of just adding more is something that could go a long ways towards improving this while still being reasonable to implement.
That's probably enough to take in for now. 😄 If you want any more thoughts just let me know!