I really really really really have to disagree with the dash-absorption mechanic. It's a mechanic that has a much bigger impact on the overall design of the game than I originally thought. It's simply not fun having to dash into every enemy to finish them off, and the mechanic just has so many logistical implications on player movement, stage design, and enemy AI that I feel it's a lot more hassle than its worth. I know it's pointless to complain about it since it's way too late to reverse it at this point (it's clear a huge portion of the game is designed around it), but I can't help but voice that I'm not a fan of it. At least, not the way it is now.
The combo system at the moment just feels completely contradictory. You can multiply the points you yield from absorption by chaining multiple kills in one dash, but because the window to get 100% absorption is so short, you often destroy your combo going for a chain dash.
The powerup system I also don't agree with. Having timed powerups which influence your controls or options (i.e. bullet piercing) just creates unnecessary variables in a game where you should be focusing on your enemy. A Contra-like penalty system would be much more favorable, as it would encourage a more methodical approach as opposed to a guns blazing, rushdown mentality, while also making the experience a lot more consistent.
I wish I could be more positive about my feedback, but I honestly thought a lot of design choices came off as jarring or unpolished. For now, I commend them for being experimental and original. The game seems to have potential, but it needs some finetuning and rethinking.