Really clean take on "hold to charge" — I built a charge-blast game for this same jam, so I came in curious how someone else read the theme, and the dash-through-the-swarm loop feels great. The "what you are looking at" primer up front is a smart touch: swarm/gold/volatile/sentinel/star-spark all read as distinct roles before the timer even starts. The weekly leaderboard is doing real work as a return hook too (lordricker's 10797 is intimidating). My honest first-timer note: my early runs scored almost nothing because I was dashing on instinct into empty space — the depth is clearly in timing a near-max charge through a cluster for the chain, but that "aha" is a little hidden on run one. A subtle in-run cue when a dash actually connects with 2+ enemies (a bigger pop / combo flash) might surface the skill ceiling faster. Fun, tight, and very on-theme. Nice work!