Good idea, but badly designed
Your final boss, sir, is bullshit. Automatically shoots when you're in range, hits well outside its beam's apparent range, pushes back, and follows you. You even bothered to put in the help text for the boss that the club does more damage--but this is absolutely baffling advice when the boss can't help but push you back whenever you get even somewhat approximating the idea of "near." Because you spawn on the left, it tends to follow you to the left--which means you can't get at it until you lure him away--taking damage all the while, because its hit range is greater than its lure range--and you can't fire from its right side unless you constantly approach it, because you automatically face right. Bullshit, sir.
I managed to get it anyway, because my phase ability glitched out and became a permanent fixture. How generously awkward.
It's not clear in the menu screen which abilities you have equipped, which is unfortunate. I also never really quite knew what the Damage Buffer power did; some help text on the abilities would be, well, expected. I also found myself having to hurry to green dots and exits, and missing the help text that came up in the interim. It'd be good to be able to see those things when necessary. It'd also be good if the player could send that window away completely, given that there's dots that appear under it sometimes. Using the mouse to choose powers in the final map is also a terrible interface choice.
And when you recommend something in the little window at the bottom in the middle of a level, you'd do well to tell the player what you mean--"farming hp" did not work nearly the same way I thought it would, and I spent quite a bit of time going in and out of the ghost level to no effect before I realized what was going on.
There's a neat game in here, but there's just so much rubbish in between it and the player's experience. Clean it up and you'll have a pretty fine submission.