I really enjoyed the entire intro sequence — starting the game and hearing the eerie ambiance as things pan into view, popping out of the bottle with a juicy sound, and the interactive tutorial… it all did a great job of hooking and teaching.
the art is fantastic. the monster has this kind of ugly beauty, it’s just wonderful. and I loved the ending cutscene — wow. during gameplay I noticed the eye seems to be about 20-30 degrees off from looking at the cursor, which was a bit weird.
I was thinking it’d be awesome if the camera zoomed out as the monster grew — and then it did, it’s a really cool progression. that said, I kept wanting to zoom out more, as the clarity of the gameplay is not ideal, but zooming out more might hurt the presentation… I guess it’s actually fine as it is, as the hurtbox (the eye) is not that big, and there are nice markers for off-screen enemies.
the gameplay was initially exciting, however it felt a bit samey towards the end. the progression is cool, the gameplay just felt the same throughout. the pacing is decent and it’s not too long, but in my opinion it could be tighter.
while the overall ambiance/music is solid, in totality it felt a bit too “safe” or generic for my taste. there are a lot of fitting sfx, but there are some inconsistencies — e.g. the missile explosion is very loud, lacks polyphony, is not affected by the volume slider, and I think it’s not positional. I suspect some of the other sfx have similar issues, but I didn’t analyze that too closely.
I was missing a proper fullscreen option, as the maximized window leaves a lot of noise on the screen.
regarding the low amount of ratings for such a cool game: I guess it’s a bit late now, but I think the game page would benefit from having some screenshots and maybe a gif, as you need to put in more effort to convince people to try your game when it’s download-only. it’s a shame that C# isn’t supported on web.
anyway, this is a stellar entry — great work and coordination by the entire team!