It’s nice to see that you decided to try your idea from earlier in this game jam.
also don’t feel embarrassed, learning a new thing like making games take a lot of time and energy
I played this both with and without the knowledge that the super moves existed. if you don’t use them the game is super hard (I only managed to get to the max size once) but if you use them it’s alright but you have to use the shield a lot. it’s a bit disappointing that the bigger sizes aren’t that useful in comparison with how risky it is to get that big. the permanent upgrades are also a bit of a missed opportunity, you could have them be upgrades that stack up to a certain point. I’m thinking that it could work a bit like the gradius games, except it’s not just speed up and option that stacks (double doesn’t count because it’s useless). as they are now there isn’t much reason not to use them as soon as possible. if you don’t want to go down the upgrades route and focus on super attacks then you should probably make the play area a lot bigger so there can be more enemies on the screen.
one thing about this game is that your hitbox and the bullets are pretty big (even at your smallest size) and the play area is really small so it’s pretty hard to dodge stuff. the color switching helps but a problem is if you are unlucky two different colors can overlap and you can’t really get out of the way.
as for the controls, they are a bit strange to me. I can learn how to use them effectively but I would have bound the colors to IJKL, shoot to space and special to some of the keys just above space. but if the controls were as you described in your idea post then that would probably work great.
I feel like I wrote a bit much here (I’ve been thinking about shmups a lot lately) but I think that you can make something pretty good with this, so best of luck to you