level1sb - Got to agree with what tchem said - very creative and unique. Having said that, after reading the instructions and playing the game multiple times, I still have no idea what I'm doing. I think I understand the concept, but too many elements feel out of my control, leading me to "spam shooting" (the very thing you warned about).
I think a big part of that is readability. Don't get me wrong - I really like the visuals. It kind of has an indie 'zine quality to it that I really enjoy. But the "messy" graphics (for lack of a better term) combined with the speed at which things move makes it really difficult to plan any shots. I get the idea that the player shoots from the eyes in the direction he's facing, but I find the spinning is often so out of control, I have no idea which direction that is. It becomes very difficult to even keep track of the character, let alone which way he's turned. Is there a way to control the angular velocity of the character that I'm missing? Maybe something like a way to apply an opposite force while spinning to slow him down - might be kind of an interesting mechanic...
Another suggestion I would make is the possibility of adding (very) sparse colour accents, generally just when something particularly good or bad happens. As an example, I'm pretty sure I hit one of the doodle blocks with the photons, which should have turned it into a photon, correct? Or at least make it behave as one? Either way, I really didn't notice any discernible effect. If it had changed colour while it was charged, it might become more obvious to players that it was a good thing. It might also leave some interesting patterns when it draws to the canvas.
These are just suggestions, though (and probably not even great ones) - it is a really unique concept, and I wouldn't expect someone to stray too far from their vision just to appeal to the masses. Just be prepared for people to not "get it" though - that's a big part of any experimental artwork (which is what I would consider this to be). :)