Foon → Ludum Dare Explorer → Users → shinyogre
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2018 | 42 | Running out of space | PÖSITRIS | compo | 3.06 | 3.06 | 1.57 | 3.18 | 3.12 | 2.81 | 3.06 | 3.64 | ||
| 2017 | 40 | The more you have, the worse it is | Crosstalk | compo | 452 | 3.16 | 2.63 | 3.86 | 2.62 | 2.62 | 3.04 | 1.00 | 3.06 |
It was a good story. I'd have liked to have seen you use Twine in a more interesting, perhaps less linear, fashion. But good on you for deciding to make something, and especially cool that you used Twine.
I definitely like how the switches change the game. The world art was absolutely beautiful, I might open the tmx file and look at the whole thing all at once. I do wonder if an art print of the level would be cool.
If I had to nit pick, I'd say that I couldn't enjoy exploring the world because the enemies were always after me, and very fast. If that kind of tension between fleeing and exploring is what you were going for, then bravo!
My game was made with LOVE as well, if you care to play it: https://ldjam.com/events/ludum-dare/40/crosstalk
Well, I was going to comment about how impossible the game is to play and that you could make it easier by increasing the length of time between each color's beat when there is more than 2 colors scrolling by.
But having seen some other's screenshots of insanely high scores, I have to conclude that that would not be a fair criticism. I guess I just suck at these sorts of games.
I liked the visuals a lot, but I didn't get the sense that the key presses were on beat (could be I suck at finding the beat).
Include instructions on the menu screen! Or at least in the description of your game on this page!
Well the art is nice. The character could use some extra animation though. The concept is solid, but perhaps more focus should be put on making sure the climb to the summit is actually possible. I played the web version and it would crash if I held-down Ctrl for too long (while my character was half-off screen).
Somehow a "Bullet-Hell" game is a peaceful, relaxing experience. This is a lovely game.
One of the few games I have played to completion. I loved the weird orthographic view. As for the camera and movement controls, they were a little offputting and made the movement more difficult. If you perhaps slowed the panning down a bit and lessened the frequency with which the camera automatically adjusts, then I think the control would work very well to compliment the strange perspective.
Also, I did not catch on to the fact that the other people were my past selves. You might make that more clear somehow.
Wonderful game.
I thoroughly enjoy the concept. Sound effects and music would go a long way to improving the game. As would a more robust score system (store high scores, count the number of cones made). But I think the biggest thing to improve is the actual ice cream physics. It would be really cool if the stream behaved more like the real ones, where you can move the cone around to swirl the ice cream as it enters the cone. You could maintain the "lost ice cream" rule by having the stream wiggle with the movement of the cone, so that player can't get too wild with it or else ice cream will fall off. And one last thought, it would be cool if there were a separate score system for artistry. How neat/clean does your cone look?
A lot of potential here.
Hey! This game is good! I love the multi-tasking and the controls are great for adding to the chaos. I made my game in LOVE as well (and I used your Make File of Doom for the Builds :stuck_out_tongue:).
I am definitely going to include a LOVE splash screen in future games.
This is one of the best games I have played. I was hoping someone would interpret the theme this way. The player is overwhelmed by the amount of things happening on screen(this is a GOOD quality!). The visuals are delightful too! I do agree that it is not at all obvious how you are supposed to shot at the ceiling. I think this game could do well if the art remained as it is and bits of the gameplay were refined.
Difficult, but not punishing. In the spirit, but not serious. It reminds me a lot of No Brakes Valet.
Great entry!
Great visuals, and music and a funny concept. I think the impact sound effect for when the player lands is way too loud. The biggest issue I had was jumping while carrying documents. I know the documents are supped to weigh you down, but it meant that I could hardly ever make it over one platform. Often I had to wait for the accountant to walk and push my stack up so that I could proceed.
Didn't play with VR, but I appreciated the abstract visuals and the simple yet atmospheric gameplay.
I thoroughly enjoyed this game. My only suggestion would be to make visual feedback 'juicy' and to make is a more musical experience. Not by making it a rhythm game, but by turning the sounds of colliding with the blocks into musical notes of a song, which would of course increase in tempo as you speed up.
Fantastic visuals and music. The characters are oozing with personality. I wish that the followers you gain had a more apparent affect on gameplay. It seemed to me that they just walked away peacefully when they turned gold. The combat is perhaps too simplistic. I'd love to see a musical beat-em-up like this, with a fleshed out story, and musical combat where each instrument has a different effect on people. I would take the kick out entirely. Imagine this multiplayer! You could have a whole jazz band "fighting" on Bourbon Street!
Since your native build for Linux was untested, and I have Linux, I downloaded it and played it. Here are my laptop specs: Lenovo Thinkpad T510 (Mftd 2009) Second Generation Intel i5 8GB of RAM 250GB SSD
The game ran very poorly on my laptop, even at low resolution. But given all the eye candy in your game, I didn't expect it to run well on a 2009 laptop. I played it on my Windows computer instead.
The game ran fine, but I did notice that there were a lot of resolution options to choose from, including ones that resulted in cropping of the menu screen. 800x600 seems to be the smallest the game will go before that starts becoming apparent. You should limit resolution options in the Unity dialogue that pops up prior to starting.
Visually, it seemed to me like everything was tinted (I promise I didn't have flux enabled!). None of the colors popped.
In a game this challenging, I think it would be nice to include customizable controls.
The music is fantastic, and the overall aesthetic is consistent. A sort of callback to 90's gaming, when the arcade wasn't quite dead and when Japanese game development was more relevant.
I kept falling off the level. It was difficult navigating an isometric world with orthographic(screen-normal) controls.
5 stars all around! This is the best-feeling platformer I have played so far. My only gripe is that sometimes the platforms were too close together and so jumping between them without falling off was difficult.
As everyone has said, the game is certainly pretty. I felt though that this is a tech demo of the lighting engine, just with added collision detection and a score system. More could be done to make it feel like a meaningful experience.
Consider this: The rotation of the player character, especially as it grew in size, was very interesting to look at, and reminded me of a "void" or "black hole", and it was a little unsettling. Maybe you can work with that.
The story seems interesting. When a game is linked to mystical consequences, their's potential for an interesting story. But the game itself is incomprehensible. The UI is indeed small and hard to read. I didn't know what to do after drawing a card, and when I pressed pass I didn't notice anything happening. You have this nice 3D scene, but that serves only as a backdrop, which is a shame.
It seems like you thought mostly about implementing the rules and mechanics of the game, but the way those rules and mechanics are presented to the player is vital.
Beautiful, funny, fun. I didn't quite get the goal until like 2020. You are supposed to look at the schedule and try to plan how you will distribute gifts so that you can maximize happiness. So a bit of foresight is required, and that is really cool. Maybe that needs to be communicated to the player a little better though?
Wonderful work, and I am very curious how the thread-look was acheived.
The quacking got real old real fast. Reduce the effectiveness of the quaking, or make the response from the siblings more variable.
This is a fantastic blend of spatial-reasoning puzzle and dexterity challenge. The visuals are clean and unambiguous (an important quality in puzzle games), and easy to look at, which is very nice. the sound effects are simple. Player feedback is well designed overall.
I have two gripes: 1. It wasn't clear in the beginning what I was actually supposed to do. To fix this I would change the verbs on the instructions. Instead saying "use arrow keys to SHOOT or PULL-SHOT", say "PUSH or PULL". And then in-game, perhaps make the first 3 blocks fall into the center in a way that hints at what to do. For example, the first 3 blocks are always the same color, and two of them fall on top of each other, with the third one offset by one cell.
2. It got difficult too quickly, in my opinion. Perhaps one of the reasons is because I can only move 1 cell at a time, and I have to traverse a lot of empty space to get at the blocks I want to shoot. Consider that the overall size of the grid on which the game is played may be too large, causing an imbalance between the dexterity challenge and the actual puzzle.
Overall, a very solid game. Great work!
A fantastic experience! You might consider opting out of the "Humor" rating, so that it doesn't impact your score.
It felt like I was moving an image around on a 2D plane, and occasionally colliding with some invisible rectangles, and triggering the appearance of text or graphics on the screen. Or to put in another way, it didn't feel like I was playing a game or like I was controlling a character that lived in a place.
Fantastic visuals, especially with the dynamic lighting. Your interpretation of the theme is novel, and I loved the way the darkness concealed the monsters, with your light revealing their true form.
I think the music, while orchestrated well, takes away from the mood. I think it would have been much better to hear crickets and the occasional strange monstrous sound, with only perhaps only a couple of notes suspenseful music when a monster in close.
A lot of potential here. A very solid concept and fantastic execution. Procedural level generation, for the sake of replayability, would be an ideal way to "finish" this game if you didn't want to work on it much more beyond Ludum Dare, but I encourage you to keep developing it!
A strange game indeed. To make a NSFW game like this does take a bit of courage. The delay in the motion of the hand with the mouse was probably a design choice, but it felt odd. I played on Linux and it seemed fine. Feel free to play and rate my game: https://ldjam.com/events/ludum-dare/40/crosstalk
I appreciate this take on the theme, and the visuals are pretty good. The revelation that his son and wife were dead fell flat. Our character seemed to react quite nonchalantly to their lifeless bodies. It didn't help that the bodies were out of frame when the dialog started. Also, a temporary flare in the music would have helped.
I loved the scripted story as @josefnpat pointed out. I especially love the misdirection it provides sometimes. An unreliable narrator. Fun! My only compaint is that the game is ridiculously difficult. I finished it though.
So I liked this one. "Population Control" being applied to top-down shooting mechanics makes me feel like a villain, evil. Adding to that effect is the fact that the people are not aggressive from the start. I especially like that they seem to gradually become aware of their massacre, and will fade to red and commence chasing you.
The need to shoot through walls adds to the feeling of villainy too!
Even though the game (even the standalone) has performance issues, I think there is a solid concept here. Some ideas: perhaps some people will chase the player, and some will run and/or hide (simply invert the chase AI you have). And perhaps the people are harder to find at night.
Good effort!
Absolutely brilliant interpretation of the theme with period sfx and visuals. There were no complicated mechanics to figure out so I could get down to business right away. I thought the pacing might be a tad too quick. I think you want players grinning and basking in the nostalgia for a bit longer before it becomes a hilarious challenge to feed them and hug them all. Then again, maybe that's what the casual mode is for.
I can imagine an expanded version where the houses are different shapes, not just an empty square. Add sound effects and some more player feedback (how do I know when I have grabbed a box?) and you could make this into a spatial reasoning puzzle game.
Also, I love that its on pico-8. Great work!
I was also not inspired by the theme, but I got my game submitted anyway. I actually think this is a fantastic concept. I can imagine a finished product where the birds eat the food, get fat, weigh down the power line, and over time perhaps more food is thrown or more birds show up and it gets hilariously overcrowded on-screen. I think this kind of game could fit in with other dog-park games ( https://itch.io/search?q=dog+park ) which tend to be on the relaxing side. I encourage you to continue working on the game, and consider the "meditative game" approach. Good work!
@Zorg @aciertz I vote that there should not be a win or lose state. But of course, I'm not the developer!
I agree with MarshCannon, the game could be much more enjoyable with hotkeys for the spices. Also, visual and aural feedback for when spices are selected and added to the soup would make it easier to play. It is odd that spices decay so quickly and you end up putting a metric ton of spices into the soups.
P.S. I love LÖVE!
Great art, and good humor!
Too many ducks! This is a coherent (aesthetically complete) game that is an homage to systems of the past. There is a quirky rehab story literally set outside of the world of the game. A frame within a frame. I adore that kind of thing.
If you were to expand this game I could imagine more games being played of varying genres, but with a "rehabilitation" twist AND you could somehow, through vague indirect means (new model of rehab machine, different style/tone of language for the dialogue boxes that pop up) expand on the rehab theme.
Great work!
I played for maybe half an hour. That's a REALLY long time for a jam game. This is a fantastic match game. At first glance it doesn't fit the theme, but the higher your score, the more colors you need to match until at some point the board is impossible to solve.
A lovely experience.
The original Pac-man had restricted movement. This one, I can bump into walls. It is also missing the large dots that turn ghosts blue. Still, it is non-trivial to program a pac-man game, so good effort!
A brilliant game. These first few levels are very well paced so that we learn at a comfortable rate. I'd love to see not only more types of lava lamps, but also more dynamics in the level geometry. What if one lamp reversed gravity? What if you only had a limited number of shooty things?
A lot of potential here.
The first 2 levels were very difficult because it felt like the gravity was low (not that the jump was high) and the friction was low. After the first 2 levels, I started to have fun. I really like that you made jumping a non-trivial challenge. Just when I started to see the level design evolve into interesting configurations, the game ends.
I can imagine being 100 levels in and the level design (and therefore the whole game in this case) is completely different, with the platforms being so far apart that they are off screen and so the player constantly has to take leaps of faith and try to find the next surface to land on without falling. That far into the game, the player would spend more time in the air than on the ground.
A lot of potential here, in such a simple concept. Make the levels procedurally generated (or you could just have *a lot* of manually created levels), theme it (unless you want to keep the visuals abstract), and you'd have something cool.
Absolutely beautiful work. If this was autobiographical then I am sure it was cathartic to make, and I congratulate you on expressing your self in this way. If it was not autobiographical, then I congratulate you for making something that can leave such a profound impression on people.
The surreality of this work, and the emotional impact are what really, truly impressed me.
This one might be the best game I have played so far. I think it is a finished product, but I wonder if you have plans to expand it post jam.
##Thank you
The game is pretty, and relaxing music and sfx would be nice, but the premise is a bit dull in my opinion. It's like "Mountain" except without the interesting objects that appear or events that happen. Make this a more dynamic little island, and make the removal of human structures a more interesting process, and you'll have something.
I was often getting stuck in the ground, becoming unable to move or jump. As though there is an offset issue with the colliders or the actual collision detection math is off. A great effort otherwise!
Talk about a hidden gem! There are much worse games with a lot more ratings! Feedback:
* Great music, I wish there were more sound effects. * All of the other cars were green, I want to see more colors! A brighter, more dynamic environment all around would go a long way. Take inspiration from Crazy Taxi, perhaps. * I found that in order to get to the goal, I HAD to collect violations. That's by design I imagine, but I didn't know how many violations, or which ones would cause a Fail state. * I really think there is something to this race against the clock being balanced by goal of not getting too many violations. A faster pace to the gameplay (occasionally interrupted by the hilariously slow traffic) might be cool. * The humor was great. I loved the sarcasm and the violations getting in your way was a nice touch.
I hope this is developed futher!
@Zachary-shah By the way, I actually like the fact that you can fall of the world. I think there should be a comedic citation for doing that.
I love the concept. You really ought to make an art print of the giant tetris tower eventually. Or have a website where the thing can be viewed without playing. Some feedback:
* I thought the game had started when the tetris tower was zooming by and was immediately confused and thought I was performing very badly. * The transparency on the ghost block needs to be increased, or the ghost block needs to be removed entirely. I thought it served to clutter things up and make the game harder. * I couldn't slide a block left or right at the last second to fit it under other pieces! I like tetris games that permit that. * Add SFX!
Love the game. Good work.
P.S. I love LÖVE!
It isn't obvious what the blue bunnies or red bunnies actually do.
I absolutely loved the sounds of the gun. This game was made very challenging by the fact that Ghosts could move through walls but I couldn't shoot through walls. Also, I couldn't succeed in grabbing the chest in the 3rd level because the ghosts spawned too close to me and I could never push them all away to open the chest.
This is a solid platformer that may need some difficulty tuning, but I didn't see much innovation, except for the extremely satisfying gun sound effect.
A great game all around. Two minor things: the tutorial text was hard to read and it seemed like one could almost play indefinitely by skirting around the outside.
More direction needs to be given, I didn't know what I was supposed to do. I figured it out after a bit, and then struggled with controlling the ship. Once I got the hang of the ship controls, this game became fantastic. I loved the slow pace, the music, the graphics, the CRT filter.
Make the filling of the tanks more apparent. The particles for the water were just going right on top of the container. Why even have a spout with particles? Just fill the tank up with an animation of a hose attaching to the bottom of the tank, and show the level of water not only with a number, but also visually.
Other than the awkward loading, and the sometimes glass-delicate armor of the ship, this game is very, very good.
You want more ratings (which you absolutely deserve), then you ought to rate and review more games.
I couldn't get past the first area. I'm not sure how many areas there are in the Jam version. The level design in the first area is awkward. The cold meter goes quickly and the hitboxes for the enemies are unforgiving. But the art and sound is absolutely wonderful.
Great art work. I like the dingy streets look.
I love the little constellation motion with the mouse on the menu screen. The game is not easy. Two things that might make it a little more approachable: longer flares on the sun in order to make aiming a bit easier, and bigger planets.
I appreciate that the game wasn't made in Unity, lol.
It's a solid concept, but...
* Did you intend to let the player get stuck in the wall? If so, perhaps you should just kill the player immediately when that happens (with some feedback to let them know how they died). Personally, I would have pushed the player out of the wall and let them continue playing. * The effects on the bullets were uninspiring and not "juicy". Also consider upping the pace of play by making them on-hit-kill and then spawning more enemies to balance that out. * The bullets don't emit from the center of the player character sprite. * The player character sprite doesn't rotate with the mouse. I think it ought to. * I didn't notice much of a change in difficulty when walls were added, except that I had to make sure I wasn't too close to enemies when I killed them. As long as I did that, the game actually got easier because the enemies couldn't chase me as effectively. Implement path finding to enable the enemies to move around the walls. * What determines the orientation of the walls that appear? I think the player ought to have some indirect control over that. This would make the game more strategic.
The visuals are very interesting and the music is nice. I couldn't really understand what my sword was doing most of the time. Also, this might be the first actual Linux build of a Unity game I have played so far (all the others being webgl), so thanks!
Hey this turned out quite nicely! You could turn it up a notch by having animated characters, and maybe some kind of resource system that would enable actual negotiation instead of simple flattery. Also consider adding more characters. This one is just a what if: you could move their portrait cards around to sit them next to people they find favorable or disfavorable, and that could affect their stats.
I adore this game. The story is relatable, the visuals are nice, the music track is simple.
The game works to simulate a mind wandering before sleeping because of three things:
1. Thoughts are constantly moving, shifting, overlapping, and so you have to wait until the "active" thought moves into a visible space. I found myself activating a thought without reading the whole thing first. That's something a racing mind might do before sleep comes. 2. The need to wait means that thoughts come slowly. 3. You can see the whole story on screen, but you don't quite know the order in which thoughts will become active.
Yes, it is a "simple" game in that the story is basically linear and all you do is click on sheep in a certain order. But its unfair to be so reductive toward experiences of this sort. One cannot discount the effect of the story being told, the color and visual style, the sound effects and music. All of those things strengthen the core interaction, which is itself made more interesting by the movement and overlapping of the sheep, and not "just clicking".
Using continuous x/y transforms and Z-order to symbolize a scattered, racing/wandering mind. That's cool.
If this game is to be expanded, I think all it needs is just a variety of narratives. More than just a narrative about a student fretting over his/her immediate future.
I'm did not seem to have the same experience as others. For a long time I was just pushing leaves off screen after realizing that the rake doesn't do much, and I expected the frequency of leaves falling would gradually increase but it never did.
@zorg Thank you for playing the game. I describe it as a 'toy' because I ran out of time to work out specific puzzle constraints and level progression. So all you need to do is move the shapes around to reduce the volume of the noise. You can then just press space to get another set of shapes to play with. That's all it is. As for the flickering background, I totally understand that it might be hard to look at. If I decide to continue working on the game, that is something that will change.
The speed and character animations were beautiful. I didn't really know what was going on with the timer, why it kept jumping up and down. Was I selecting a time before starting? I didn't realize that.
And as others have said, this kind of game needs its levels to be completely deterministic and predictable, so that players can learn and master through trial and error.
A very solid concept at work here, and a clever take on the theme.
Very challenging. Good effort!
I am intrigued by this enigma of a game. I love games in which the rules and mechanics are not taught, but have to be discovered. I feel like I am exploring not only the makeup of the system of the game, but also the mind of its creator.
I really appreciate this game. It is clear that you are dedicated to your craft.
Right shift? Do you mean Left Shift? I couldn't find the drop off point at first.
A joyful experience. I loved the humor, especially the giant decals that block the view during death match.
The movement of the character was incredibly frustrating. Not just because of the momentum and the jumping issue, but because the character movement seems to be aligned with the screen instead of the world.
This is the skeleton for a coherent 4X game, and that is impressive.
Basic, but fun.
I always like a bit of self-reference in games. The visuals are adorable.
Great visuals. The gameplay is lacking and the theme doesn't show. I hope with those visuals this turns into something more!
Fix the jumping/gravity and this is a good start. If game development interests you then you will only grow from here.
Okay, the platforming is extremely rough. I was constantly getting stuck on the walls and it felt like my jump was sometimes high enough and sometimes not. The level design is really not friendly to the game mechanic. I couldn't finish the second level because I could rarely make all the jumps successfully or I would have trouble getting past the 3rd enemy.
The level design is that of a basic platformer, not one where the character is a maleable blob that grows or shrinks in size.
Lastly, the music had way too much bass in my opinion.
So if you can fix the collision detection, and come up with some clever level design, then you might have something here.
Animations for the characters are really necessary, along with music and sound effects. And I hope that if you take this concept further, you do so in a way that isn't sexist.
I like the concept a lot, and it is certainly pretty. But I felt like I had very little control over the things happening on screen. I think that simply better 'level' design will fix that. A lot of "bullet hell" games (which this is sort of an inversion of) will have a discernible patterns to the bullets and so the player can plan their movements with precision. You should maybe do that sort of thing here.
The dinosaur was cute, and the ground texture looked nice. The theme came through in a humorous way. Sound effects would have made a huge difference.
If you had like a dozen tiny little experiences similar in weirdness to this, and then put them into one game, it would be very cool. A bunch of weird "gameplay vignettes".
But stand-alone, there just isn't much of interest.
It seems like a lot of the systems are there to make this a coherent farming game, which I think is impressive given the time constraints. The music and sound effects were good, and I appreciate the relaxing gameplay. I think the biggest thing that needs work is player feedback. I didn't really know how to navigate the harvest menu or the phone menu very well, and the chest in front of the house kind of just sit there and did nothing visually when I was interacting with it.
On my system (Arch Linux, RX480 with open source amd driver) some UI elements flickered regularly.
Overall, great work. I am especially impressed with anything 3D made in Love. I'd like to get dive into Love3d at some point my self.
This is definitely a beautiful game. I found it extremely difficult though and I got only a little bit of damage on the Omega skeleton.
This game is begging for more precision. Make the jump better by increasing jump height while the jump button is pressed, this way players can choose how much to risk when the jump up. And jumping up is indeed risky because you may hit blocks on your way up and you don't know what kind of board you're coming back down to. I like that sort of challenge.
Took a bit for me to realize that I was controlling the little astronaut, and then another bit to realize that I needed to grab the purple jet pack. Work on communicating that to the player at the start of the game. Add sound effects and maybe music! To make the game more dynamic, the blackhole should maybe move around the screen, or add a camera and make the play field bigger and the jetpack more powerful. A solid game overall.
Raindrops keep falling on my head... Once again, my favorite game of the jam so far. Some technical critique: navigating the menus at the various locations was a bit clunky since I had to click on the building again if I wanted to e.g. fill and switch characters. I never needed the mould character to drive without fuel, I didn't see a map to make the cartographer useful. I wasn't sure how much faith was needed, but I got 8 faith, went to the HQ and "lost".
The world-building and story-telling was just wonderful. Your inspirations are so clear to me and it's awesome to see such a fantastic world built from them. This is a great addition to the Brownie Cove series.
P.S. The whole time playing, I kept thinking back to Gregory Weir's 'Looming' or 'Ossuary'. https://twitter.com/GregoryWeir
I played the webGL version and the player movement was really sluggish, like the framerate was low or something. Fix the sluggish movement, add a high score that's preserved between sessions, and voila you have a really nice simple, fun to play, and a bit addicting game.
Good work!
Great art and music, I wish there were sound effects too. I never knew what the goal was except to drive forward. Avoiding the cars is basically not possible, so inevitably I end up just being pushed along by a clump of cars, and it's not really an interesting challenge. The game would end seemingly randomly. I don't know what exactly ends the game, for lack of feedback. Is it damage to the car? Is it the car becoming stopped?
I think if there were a little more predictability to the traffic, and if player feedback were clearer, you'd have a good game. This could be a 2D top-down Burnout. I'd love to play that.
The music was mono at times, and stereo at other times. It seems like the way you count levels completed might be off, because I died on the last level, restarted at the first level, then completed the game after finishing the first level.
As far as level design: there was really no reason to grab the sugar cubes or the clocks because you had to sacrifice time to get them and you might as well just run to the exit.
I liked the classical music though!
I like the concept of your enemies pulling the void inward like that, and I thought the sound effects were nice I'd say the biggest issue was not being able to fire in 360 degrees. That made the game extremely difficult. If you wanted to keep the 4-directional firing, then perhaps reduce the number of enemies per wave or slow down the rate at which the level shrinks. Maybe only certain, less common spiders will shrink the level, and the others will just criss-cross and pose a threat.