Semi-on-the-fly remarks:
- Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled.
- I think you could sprinkle some details on the ground, in order to help the player better see how he is moving.
- Simple concept, easy controls, nice recipe! :)
- The shape I am forming resembles a hand, somewhat, with one side being longer, and useful as a long ‘catcher’, although this means my blue cube is less protected from the other side. So, there is some strategy involved already!
- Is the enemy spawning rhythm always the same? Oh, no, it does increase dramatically!! :o
- Lost at 212.7. Soon before, I noticed my buddies seemed to go a bit further than me; I think the lag caused by the presence of more entities may cause this spatial decoherence.
- Possible bug: One more test to check the sounds; weird: having lost, I see there is an enemy cube that just goes straight, alone, and the FPS becomes quite low, before he goes away and the FPS comes back to normal!
Takeaway: I tend to favour concepts and mechanics over everything else, and you served a fitting concept right there! :) (My game is also super concept-focused, but this was a small last-minute entry. XD) I think you could add more variety and long-term interest by adding some mechanics, such as random bonuses when you convert some enemy into a buddy, for example.
I do not mind the plain geometric graphics for the main entities! You can either consider this a prototype and change them, or keep them as they are. :) As I said, giving more detail to the ground would add functionality, on the other hand. And a sound (and visual effect? Not sure) for converting an enemy into a buddy would add to the feeling and comfort of the game. :)
Clever prototypical entry; I like these!