Played through to the end after a long day. I'm not really the target audience, but the incremental games in this jam have given me interesting game design things to think about. I agree with most of the feedback here about what worked and what could be better, so I'll try to only add something new.
I played while cleaning my room and vegging out. Used to wonder why not have more interactive stuff in idlers, but this time I would've appreciated it if some things were more optional or automatic.
I agree partway with Duncan's comment about wanting auto-advance, but I still appreciated level select. For example, at the point you're able to clear the first level but too weak to make it far in the second level, it's still worth grinding from the start, and late game it's better to just spam the third level. An idea might be to auto-advance on a timer to the next level, and let the user optionally intercept the auto-advance to go to buy upgrades. It probably makes sense to require manual restart after death, I thought about what if it auto-restarted, but then the upgrades lose their allure if you can just AFK and come back and buy everything. Getting one or two upgrades at a time is really what makes the game fun IMO.
The other thing is about audio. It'd be nice to toggle music on/off but still hear coin collected SFX, in case you're just kinda playing on the side while listening to something else. Also the SFX was too loud compared to music (same in my game lol).