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Good job :) I like the two diverging paths.

You might want to consider how this will work in practice though, as that is quite a big number of enemies and it will probably lag the game if they are all active at the same time.

For the ODD itself - what do the arrows mean? Its good to show the player's intended path. Maybe putting a low opacity line that marks the intended path (and the diverging path) and making note where you need (this jump is hard, etc).

What is the player's health? What range do the spitters have? What health, how much damage do they deal? Can they spit through walls? All this is part of the design.

Watch out for double explanation (Like the pass through platforms, which are explained three times).