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The area of visibility decreasing if you hold fire is really clever, I could see this also being used for more obstacle avoidance than just bullets if you had more enemies in the future. Visuals are simple but immediately understandable so they serve their purpose well  (probably don't need the word void written over and over though). Also, you've got it in your description but why isn't this game just called Shot in the Dark? That's such a cooler title. A great, quite polished work to make in such a short timeframe.