Hey there, you requested feedback so I gave your game a try. I usually leave detailed feedback on games I play so here's my thoughts!
- I think the "Q" "W" "E" keys should be displayed at the center of the orbs, possibly even integrated into its design stylistically. Even if you want to keep the UI clean, they should appear at least for the first few rounds after starting the game. Or have a toggle to toggle the shortcut key texts.
- A lot of times, I lose not because of my decisions, but because I couldn't correspond the right key to control the orb I wanted. Our human brain also intuitively maps things left to right (Q,W,E) so when we move the orbs around the map, it becomes disorienting to remember which key is for which orb. Often times I select the wrong orb.
- I initially thought the orbs just had to be close to attack, so I fumbled a bit wondering why their attack range was so short, but eventually the game got more fun when I realise they can auto-attack after you select them and it's more like a tower defense, a genre I love, and thus I started to get into the groove. However, I think the orbs should still be able to move while attacking.
- The game is a bit unforgiving. And since the orbs stop when they attack, it makes controlling them even less forgiving as you have to be exact with timing and be really reactive when you want them to move to attack a new enemy in a short timespan - furthermore, since you can only select one orb at a time, the window of "opportunity" is really tiny.
- To the above point, this is especially clear with the white enemy which has a lot of HP. You kinda need to start attacking it and control all the orbs to attack it almost immediately or you'll lose. What might help is a "prediction" indicator, where a coloured arrow appears at the borders of the screen to indicate which enemy is about to spawn, and from which direction. That gives you a bit of predictability and intent, so it's less frustrating and more of "I should've seen that coming!"
- I played for a good while and truly gave it my best shot, but I still could not win despite sinking quite a lot more time into it than some other games.
- Also I didn't understand if there was a trick to the flashing enemies. I think I get that I'm only supposed to hit them when they flash the colour, but the flashing interval is just way too fast. Given that the turrets automatically attack, and the bullets take time to travel, even if you click at the right moment, you can lose. This becomes more frustrating than fun to coordinate to attack, especially when multiple of them appear on screen, and you can only control one at a time.
- "You was 10% right" - there's an English typo here, which should be "You were". I don't want to be that guy but since this message is repeated very often when losing, the typo becomes quite in your face.
- Lastly, I'm not really sure how it plays on the theme, other than the text on the lose screen saying that "something went wrong". I get that it's designed to be difficult but the theme isn't merely about just making things as difficult as possible, it's that things can go "wrong", not "difficult". I've played a couple other games here that show off the theme, but aren't difficult, or even just chillax. Currently it can be a bit more frustrating than fun. But I think with some tweaks, this game is actually really creative, which is one of my favourite parts of the game - the colours that require you to coordinate the turrets.
Nonetheless:
- I like the visuals. The colours and simplicity were nice, and I liked that they leave a glow on the ground.
- I also liked that the enemies have a hit VFX which sprays in the direction they were killed.
- I liked the custom cursor and its trail.
Overall, the mechanic itself is creative and one that has potential to be really cool if well executed.