Thanks!! Bopping is a nice compliment :D
Thanks for the feedback!
I really enjoyed playing this! Got really into the flow state, very impressive how you managed to evoke that. Kind of fits the 'narrative' of the game as well, the meditative state the player character is in. On the other hand, playing the game is kind of stressful too, so there's some thematic friction there, too. Not that that hinders the experience in any way, of course.
The main mechanic is enjoyable, I feel like you managed to find a good sweetspot of when a drawn shape registers and when it doesn't. The circle is maybe one exception, but I was playing with mouse, so I'm not sure I can really put that out there as criticism.
The game matches the theme okay, I would say: I missed three characters, but don't feel like it's unreasonable to not miss any of them. What I mean is: I don't feel like I was forced to make a tough decision, I just didn't get around to saving some of them.
One other thing I'd like to put out there as 'criticism' (though I really liked the game!) is that the combo system could, maybe in a more developed version of this game, be given more importance. In my experience, the most optimal way to play was to just be very quick with drawing the shapes, not necessarily looking out for combo's. Maybe, if players engage a certain soul by drawing their first symbol, they're 'locked' to that soul and have to finish it. That would heighten the importance of thinking ahead, which isn't really required right now. Just an idea!
I loved the opening cutscene. An 'ETA' for an extinction event is pretty funny. Like the Defender-esque gameplay, in some ways it feels like a graphical update for an arcade classic! A downside is that there's not a lot of tension here. I wasn't really in danger at any point. It was nice of the second level to switch up the visuals, but it'd be nice to have seen an update to the gameplay. One small thing I could imagine making the gameplay a bit more weighty, is to have there be some kind of penalty to movement during beaming up humans. Right now there's not really any risk to beaming up humans. If I'd be slightly slower, for example, or beaming up civilians would cost fuel I'd have to restock at a place where I'm at more risk of being hit by something, that would increase the tension, I think. The animation for letting go humans before they've entered the spaceship was pretty funny: if you can force the player to 'give up' beaming up humans, they'd see that more often. It'd give the game more of a slapstick quality. These are just ideas, though, maybe you tried them out and they didn't work out! Just my two cents.
Given the time given for development, I think it's really impressive that this game has a very distinct visual style! I liked that a lot.