Attack of the Robot Crabs by Dovodx
You are surrounded by evil Robot Crabs that want to pinch you to death. Fight for survival with your trusty shotgun. Beware - the crabs have deployed an energy field to trap you. Be prepared for some close-quarters combat! The longer you survive, the harder it gets. Expect some powerups as your score increases, too!
I've now uploaded a Linux release, but I've only tested this game on Windows; your mileage may vary.
Update 1.1: Fixed a bug with the player camera interpolation which would cause the camera to be offset from where the player was actually standing. Also made the level up text display longer.
Update 1.2: Fixed a bug where the game would get softlocked on the main menu if you quit via the pause menu.
Made in Godot.

| Link | https://github.com/Dovodx/ld54 |
| Original URL | https://ldjam.com/events/ludum-dare/54/attack-of-the-robot-crabs |
Ratings
| Overall | 208th | 3.476⭐ | 23🧑⚖️ |
| Fun | 84th | 3.833⭐ | 23🧑⚖️ |
| Innovation | 345th | 2.476⭐ | 23🧑⚖️ |
| Theme | 252th | 3.357⭐ | 23🧑⚖️ |
| Graphics | 221th | 3.357⭐ | 23🧑⚖️ |
| Audio | 164th | 3.262⭐ | 23🧑⚖️ |
| Humor | 122th | 3.026⭐ | 21🧑⚖️ |
| Mood | 169th | 3.357⭐ | 23🧑⚖️ |
| Given | 18🗳️ | 23🗨️ |
I think the biggest thing that could help this game is variety - as far as I can tell, there's a single enemy type, one type of gun, and one way to interact in the gameplay. Different crabs of different sizes, or different body parts that could affect the crab's behavior when shot could really help diversify the moment-to-moment gameplay here. Additionally, maybe some differing terrain - the whole game takes place on a flat disc, but what if there were sections of differing height? Or even, given that there is what appears to be water on the ground, different effects if the player runs over it, or jumps over it? It seems a bit of a waste to allow for vertical aim when all the enemies never change their vertical position in regards to you.
Still, a fun and humorous jam game. Neat!
Make a new folder/directory, one for each platform/export. You will put each export in their own location, zip them separately and you're mostly done.
The web export is a little different, when you make the web export, you MUST name the file index (it will add the .html portion, giving you "index.html"). On itch.io, you can put the builds up, click little icon to mark platforms. For the web one, if you have the index.html file in your zip, it can be played in the browser directly.
The only other caveat, you will need to put a signature for the OS build, which really just means typing some sorta name in a text field when doing the export. The OS build will also be a .zip file automatically, no need to zip that one yourself.
The overhead minimap was a nice touch. I think our game could have used that. I also like how the enemies fall apart into little physics objects on death.
Qol note: Let the player hold down left-click to fire continuously.
High score: 43300
My only complaint is that it felt like my actual hitbox didn't match where my camera was at some points. The crabs would attack something far away from me and push me around without actually touching where my camera is.
The idea of making a game where the play space reduces was one of my first ideas, glad someone managed to make it work.
A little tip to improve the feel of the game further would be to buffer the shoot input. Since you have to click on time with the recovery, you sometimes press a bit too early, so buffering the input a tiny bit (maybe 100ms) would make you shoot anyway even if you clicked too early.
My first try I scored 50200!

Thanks for including mouse sensitivity settings! I enjoyed the ability to destroy vast swathes of robocrabs with my shotgun blasts, seemingly dealing more damage the more of them I hit at once. I also enjoyed the claw-snapping animation and sound effect: very charming. I would have liked to see some incentive to vary my strategy away from the obvious "run in a circle" maneuver. The powerups were cool, with the ebb and flow of the arena radius, but I think each phase could stand to be significantly shorter. I also would have appreciated if the enemy spawn rate was in part determined by the player's performance: killing crabs faster means faster crab spawn means faster powerups...
Very nice first jam entry. :)
some kind of combo mechanic might have elevated it even more! overall great entry!
Shotgun felt great to fire I think due to the chunky sound effects and the fact it melted the crabs.
Liked how tense it got when the arena shrunk, then the relief when getting a power up and it opened back up again.