Thank you for the kind words!
You raise a very good point. I had considered the fact one could always theoretically wait for every bird to come close enough, but made the mistake of thinking no one's gonna do that. Of course, I've eventually found myself engaging in that very practice, and my experience is just like yours: they never ever ever go where you want them to. It would probably be better not to incentivize the player to bore themselves to maximize their score, as you say. Then again, I think the movement of the birds does alot on a visual level. I would have to come up with something else to make the game look more alive, even if the birds aren't walking around.
Again, thank you for the great feedback!
Viewing post in No Harm, No Fowl jam comments
"If given the chance, players will optimize the fun out of your game" applies here XD
Totally agree that the movement makes it feel alive, and I wouldn't wanna sacrifice that either. Maybe since the interaction is usually so small (i just want THIS bird and THAT bird to get SLIGHTLY closer, usually in the corner) you could do something like giving the player a "blank" round that they can fire with right click, that has a small radial push effect, which they then can follow up with a real shotgun blast. That'd give us a little more agency/another interesting choice to make/another upgrade to offer.