I absolutely love the look and feel of the game - the ominous background drone and the slow, creeping approach of the void gives a really unsettling feel, and the light given off by the orbs looks fantastic. Appreciate that you've provided details as to how you achieved this in your devlog too, it's always interesting to see the creative ways effects like this can be achieved :)
Gameplay is tense, with long waits between orbs breaking leading me to constantly scan across the screen in the hope of identifying which orbs might fail first.