Thanks for the feedback!
Believe it or not, the pixelation isn't from a shader. I set the game to run natively at 256x224 with integer and viewport scaling enabled in the project settings to make the pixels scale cleanly to larger windows. Then on itch, I changed the default canvas size in the game settings to a multiple of that resolution to force it display in a larger window. It has the downside of breaking Godot's loading screen (why I disabled it) and making the game open in a tiny window by default on PC exports though.
Definitely agree on length and difficulty, I was planning for 3-5 minutes a level with a short tutorial level explaining things like the charge ring but spent too much time tweaking the camera and main menu to do everything I wanted. The section of the level that made it into the jam was originally just meant to be a soft start to let players get a feel for the controls and abilities with my plan being to ramp up the difficulty dramatically after the collapsed building. Based on other's feedback, I am seriously considering finishing at least the first level after judging is over.
For the name, I honestly just picked the first thing that came to mind. I wanted something over-the-top that sounded like a 90's arcade game and didn't seem to be taken already. Out of curiosity, did you find the name wasn't descriptive enough or was there another problem with it I could potentially improve on?