Thanks for the feedback so far!
I have uploaded a new version which includes a tutorial, some placeholder sound effects and more curated levels which I hope appear less randomly generated.
0 is the first level so please click 0 first (haven't finished any kind of level gating so you can get to any level).
https://lmclennan.itch.io/seabros?secret=sd7YEuAtebEV1xxMvSnnkHl2AAI like the graphics. How did you create them?
The graphics were created in Adobe Illustrator
I'm wondering how the movement of the enemies is controlled? They don't seem to move in a predetermined route. Do they use any pathfinding where weak enemies are programmed to avoid you and big enemies will seek you out? Because sometimes it seems a weak enemy could avoid your attack, but chooses not to.
You're right that a lot of the collectables were not useful in the levels, I have tried to fix that this time around. Enemy movement for the larger enemies finds the square they can move to which in a straight line is closest to the player. If they are faced with more than one option of the same distance they will choose the most clockwise square. Small enemies just move away from the player, but they have to move every turn. I have also now added a level select screen!