This is a really fun game, and quite well-polished for a prototype.
I love the gradually expanding ability pool based on abilities you've already collected and all the new enemies introduced along the way.
I would overall increase the size of the UI, the tiny pixel text is hard to read, but the icons are small, too, so I didn't really pay attention to the UI at all with the exception of level-ups and health.
I wrote some comments during my first playthrough, and then my second playthrough contradicts a few points, but it might be useful for you if I keep the first-time player experience up.
FIRST:
I suppose I'm missing some kind of emergency abilities, something to use when you're in a pickle to either escape quickly or clear enemies.
I'm spending most of the game running in circles to control the crowd – the best AoE damage dealer seems to be the poisonous breath, but to use it effectively, I need to get close enough to likely get hurt.
And when I know I'm in danger (low health), or the path is blocked, I can't do much about it (like dash through enemies, temporary invincibility, defend block, a health item marked on the map, manually-triggered powerful attack with a cooldown etc.).
I see "roll" mentioned on the stat screen, so perhaps that's the ability I was missing, just wasn't lucky enough to get.
3:40 minutes
SECOND:
I didn't read the controls properly the first time (I started the game and there's no time to reread stuff during the game) and didn't know about the dash.
It is of course a game-changer, now I can get out through tight spots and avoid being hit by projectiles if I know something unavoidable is coming.
That allowed me to survive much, much longer (11 minutes).
I thought it always seemed better to pick new abilities instead of upgrading the existing ones (five attacks spinning around you is going to deal more damage than three strong spades), but having five strong spades + two sheep made me change my mind.
What do you think about introducing bonuses that might combine two of your abilities? It might bring your replayability from finding cool new combinations.
Forget about wanting an ability to defend myself. I have the dash.
I instead thought it would be really satisfying to dive into the ever-increasing crowd of enemies with a powerful AoE attack and slice a few dozen. But none of my abilities seemed capable of doing that, and with half of the enemies shooting random projectiles, coming close was always a gamble.
So I had to accept I'm never going to out-damage the enemy spawn rate if I can only control the direction of attacks, not frequency. So I ran around, trying to survive as long as I could.
It was becoming somewhat monotonous towards the end. The enemies all walk the same way (no one for example goes towards you along a curve, with a dash, teleporting behind you, slightly faster to force you to treat certain enemies differently). You can't clear or thin the enemy horde too much as I explained above. So you run in circles, chipping off at the edges, and collect radishes from time to time.
I would love it if there was some goal you have to do from time to time, to make you move to a certain spot on the map instead of running clockwise along the edges for five minutes.
And could the chicken do something interesting to help?
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As you seem new to Newgrounds, note you also have the free option to introduce medals & scoreboards which tend to drive more people to your game – and more importantly for this stage of your project will give you a gauge of how far people get before losing.
That, or "Events" (= custom analytics) can help you prototype and balance.
https://www.newgrounds.io/
https://github.com/PsychoGoldfishNG/NewgroundsIO-Unity/wiki
Thanks for this, and good luck with further development!