Good work!, I find the flying shooter to be a bit of an 'exhausted' genre, so it's nice to see new mechanics applied to it!
Now I'll just focus on things that probably weren't of much priority on the jam; for a while I was a bit confused since whenever I absorbed an enemy I would always get 'overloaded', at least I figured it out on the 2nd attempt, but a brief intro would help...
I guess it's a convention on bullet hell games is to focus on the main 'dot' of the ship as a hitbox, although it was a bit confusing since the ship is so big, maybe there could be a bit more clarity on what's the player's hitbox.
Maybe you already have those in mind, that said, the energy mechanic (and maybe variable bullets/skills that make use of it) can make for a cool twist on the genre.