You know, in the Old Days, games were hard in order to siphon quarters from you. This appears to be hard solely to siphon my will to live.
Alright, one more try...
Seriously though, as far as constructive feedback goes: the final boss had too many sweetspots: areas where you could sit and avoid all fire without moving while firing back. I'd suggest making the enemy projectiles less numerous, but more demanding. Kill the sweetspots and reward movement, rather than punish it.
I agree with the abov post, but would like to add a solution to criticism:
Go back to a genre-defining game like the original Raiden or Ikaruga and actually sit down and play through and take notes on every enemy, attack and boss pattern and write what you like and dislike and of course the why.
I'm not saying copy them outright, just give yourself as a designer a better idea of the thought that went into these games originally.
On a side note, it's amazing what people are using HTML5 for these days!
Alright, one more try...
Seriously though, as far as constructive feedback goes: the final boss had too many sweetspots: areas where you could sit and avoid all fire without moving while firing back. I'd suggest making the enemy projectiles less numerous, but more demanding. Kill the sweetspots and reward movement, rather than punish it.