This is a nice concept, (and admirable execution). The lack of angular momentum makes the lobster responsive, and it is entertaining to smash the blobs. It's a bit hard to tell when you get hit though, and the collision the hit detection looks like its a circle rather than a triangle or complicated lobster shape. My other complaint is the type of enemy that appears at the start of the second wave: when you ram them both at once, only one dies, and in fact the one that survives can damage your health. Obviously it's not critical to the core of the game, which wasn't flawed at all.