It's ok, but there are some bad design decisions.
It's a nice little concept with a difficult, but not unlearnable control scheme, and the graphics are attractive.
I'm never going to understand this concept of having to upgrade into having a good control scheme. It can work in a power-up based shooter, Gradius style for instance, because that happens almost instantly, but with this, you have crappy movement until you've played the game long enough to unlock good movement. It's not like the attack upgrades that you could play the game without, if the game was better designed at least. It makes the game less about skill and more about my willingness to plod.
The enemies and attacking are where the game really falters. Controlling the ways the gems bounce is tough, so if there are enemies, you're basically screwed. Enemies can also appear anywhere at any time, so you can be basically screwed at any time. What makes you entirely screwed is that your attack, the mudballs, and the gems the enemies steal are out of your control. If the enemies are crowding the screen, you can't do anything if you get a gem. If you try to bounce it around to stall, you end up getting another one and lose at lease one trying to keep both. The is especially egregious on the frog level because the only way to get gems past it is to go way, way above it. If there's another enemy, there's nothing you can do. Even worse, you'll sometimes get mudballs when there are no enemies, meaning that you have to waste one of your precious attacks on nothing. Being able to at least control when you get a mudball would help.
Finally, if you're going to have the basket catcher at all, have him consistently. Not having him all the time just makes the levels with him annoying. If you don't want to do that, at least have him on the first level. When I was looking at the upgrades, I was confused at the three characters because I didn't seem to actually have three characters when I played the levels.
Retool the attack system, maybe add some variety to the levels, and downplay the upgrades system. Having two requirements for upgrade systems is a little frustrating. Stick to experience or money, not both. Then you'll have a good game.