Innovation - What a great concept! It felt like you took all of the best pieces from a dozen different genres (okay, maybe not THAT many) and smashed them all together into one really cohesive and delightful game! Part bullet-hell, part tower defense, part escort mission, part strategic placement, part roguelite. All great genres to pull inspiration from and I think what you made here was a really delightful game that I honestly felt kinda bummed when I beat it because I wanted to keep playing!
Execution - Like I mentioned before, I think the execution of combining so many parts from so many different types of games into one worked really well here. It wasn't overladen with too many mechanics or controls, it didn't get confusing. It felt just right. A really nice, low key exploration of some really fun concepts.
Polish - I mean, sure, the game was pretty bare-bones. But that's a game jam! I didn't run into any game-breaking bugs or any issues with controls at any point, so that's definitely a win. If you continue this (I truly hope you do!), things you'll want to focus on including (apart from the obvious stuff like models and clean UI) are:
1. Game feel - Things like screen shakes, vignettes, unique and pitched sound feedbacks when monsters die or when you cast a spell, vfx that play when the wagon gets hit, etc. Right now the game is very mechanical, which is great for a prototype! Just keep an eye on the game's juice when you're developing further!
2. Payoff - When I buy a gun, I want to see a gun! I want to see bullets flying! When I buy enhancements for my towers, I want to see those towers have some kind of visual indicator telling me"Hell yeah, that tower is upgraded!" Maybe it shoots different colored spells or different styled spells. Something to indicate that a change has happened.
3. Quality of Life - Having to run away from the cart to grab the orbs that my wizard shot all the way at the bottom of the map didn't feel great - make those orbs swarm the player! Lean into the bullet hell and let the player FEEL that power fantasy and not have to worry about "the little things" like picking up the far away orbs .
Overall - I honestly loved this game. I left those little points up above because I loved it so much and want to see this in my Steam library someday soon! You've got something really fun and really special on your hands and I think, looking at your roadmap, you've got the vision and the drive to get it done. Really excited to see where this game heads! Great job!