SpaceShifting: Deady or Not by Anuradha
Synopsis
Alone in your spaceship, you notice movement in the corner of your eye. One slow head turn later and you see it: wiggling legs protruding out of the nearest panel. You take a step closer, only to notice the panel next to it has developed eyes. Could this be the start an invasion? Protect your ship from these unknown enemies as they slowly turn your spacecraft from a warm lovable home to metal sheeting with a heart of steel. But be warned, you are only delaying the inevitable...
Controls
WASD - to move
Left mouse button - to shoot
Esc/P - to pause
Screenshots

| Link | https://squizout.itch.io/spaceshifting-deady-or-not |
| Original URL | https://ldjam.com/events/ludum-dare/50/spaceshifting-deady-or-not |
Ratings
| Overall | 774th | 3.474⭐ | 21🧑⚖️ |
| Fun | 512th | 3.553⭐ | 21🧑⚖️ |
| Innovation | 217th | 3.789⭐ | 21🧑⚖️ |
| Theme | 840th | 3.526⭐ | 21🧑⚖️ |
| Graphics | 1040th | 3.158⭐ | 21🧑⚖️ |
| Humor | 766th | 2.813⭐ | 18🧑⚖️ |
| Mood | 693th | 3.474⭐ | 21🧑⚖️ |
| Given | 19🗳️ | 6🗨️ |
Overall, I had fun with this one so keep up the good work! :D
The gameplay, though it is a great idea on paper, feels a bit slow, you have to wait for the enemies to spawn and they only spawn in one part of the ship. Maybe diversifying spawn points and indicating to the player where the enemies are could help, and also speed up their spawn rate.
Overall a great game that just needs a bit more polish gameplaywise
As other people have brought up, the issue that stood out the most to me was the pacing. It felt like there was a lot of downtime between enemy spawns, and it was exacerbated by the fact that I was incentivized to stay in one spot (on a tile that had already entirely turned into monsters) to avoid getting hit by an unlucky enemy transformation. Maybe if there were some other objective or reason to be moving around, it would make the overall experience more engaging. Or maybe the monsters could actively hunt you down.