I did have fun playing for a bit but the game never had a real difficulty curve. The upgrades didn't change the game much or at all and you didn't know exactly what they would do. More like a 5 minute game than anything.
I followed what his names advice about the doubling your angels each reset, not because I believe it's more efficient but because it seemed an interesting and fun idea. I decided to start at 128 though because I felt it more appropriate for what we are doing. You get an odd bonus but the angel # feels so much more satisfying.
Speaking of your D6 ranging on weapon damage, while I enjoyed seeing the reference at first and the beginning weapon wasn't bad I've only upgraded to the Kama and boosted a few of my skills, predominantly the static dmg and resource boost, I already have a very wide set range of 186min to 1066max with only 6 set "non-crit" values. I can't imagine what the top end weapons are like with high upgrades. If the D6 was a fluid "float" data type that allowed decimal points then the damage scale would be much more believable than seeing just 6 numbers.
Ben - 'D6' is a term that essentially correlates to a RNG range between 1-6 in computer terms. It originates from dice rolling such as rolling a 6-sided die. Other examples are D4, D10, D20, etc for corresponding number-sided dice.
Quick fun game. Nothing perfect but not bad. To Omarscen's comment, there is a big difference upon receiving more dice to roll and that's the increased but still random chance to roll a better number. When I had only 2 I relied heavier on the damaging powers but as my "number of attacks" grew to 4 it allowed me to use the other powers to more varied and situational effects since I had a better chance of rolling a naturally higher number. Think D&D a bit, what's a better roll on average, 1D20 or 2D10?
Sadly I agree with most peoples criticism of the game. While I find it entertaining the game has both flaws and lacks finish in many areas. It would not be hard to scale the coin's travel along with the player's speed to fix any collecting issues and adding a few mobs with a single ability such as jumping or shooting would spice up the first area for example. I agree with others that losing stam per second detracts from gameplay but it's obviously an intended design, however, adding "heart drop" power-ups or something similar could help ease the annoyance. The part I find most useless is when you "die" you're given a window to gain extra distance when the baddie starts bombing you but I see no point in trying as I never get very far. You would have to be a precog to dodge all those meteors. Lastly, it would be nice if all enemies were vulnerable at some point (ex. red spike have a counter to retract. It would add targeting skill.) Overall I give it a 3/5 purely for a simple, fun game.