This is so good! Really well polished, so much JUICE and a great way to use the theme with the enemies growing stronger.
I love the mechanic where you move toward the hit. It’s frustrating in the best way and makes for some interesting risk/reward with such a chaotic impulse to movement. Having an upgrade to stop this bit of chaos makes a lot of sense and it's a good upgrade. It’s such a good upgrade that it's mechanically beneficial for the player to take it, but then the player has a less choices to make surrounding their core verbs. The game does get difficult and there’s lots of enemies to focus on so an argument could be made that removing allows for less load on the player later in the game. But I think having a mechanically beneficial upgrade that strips the player of a more decision rich action set is one that players will always game themselves out of having. Instead of the upgrade getting rid of it maybe it could turn it into something useful, like a side dash with i frames when you hit an enemy or the dash does damage on impact. The game is still really really great without the forward push, just thought it’s often the kind of abrasive mechanic that some players hate and wanted to let you know that I thought it was a great addition.
I played this way longer than I should have, great work!