The only way I can think to explain this game: this game feels like game design done right :)
The mechanics feel like the definition of "easy to learn, hard to master". Mechanically it's very simple, but the introduction of the taunt mechanic adds a lot of nuance to the game that I absolutely love. Not sure if it was intentional or not, but the fact that you can't move while taunting actually feels really good - you get this game of chicken where the enemy is almost on top of you, and you're just holding space like your life depends on it - sure, you can stop taunting and walk away, but you also really want to see if the void will catch the enemy before they reach you.
All the enemies I encounter so far felt unique - there was something different about how each of them interacted with the player and how they forced you to change your playstyle.
Difficulty curve felt great - I never felt bored, but never felt overwhelmed either.
The concept itself was great and original - Many people thought about having the void chasing the player, but don't think I've seen someone use it as the main combat mechanic too! Completely spins the idea on its head, really love it.
Gameplay itself felt smooth. Sprites all looked pretty good, music brought the atmosphere together well, and the slight animation when the enemies get pulled into the void felt satisfying.
"Satisfying". That's the best way to describe this game. When you get a big group of enemies into the void, it felt good, it felt like your planning and cunning paid off. When you died, you knew there was something you could do differently (or in my case: played chicken and lost haha).
I'm seriously impressed, this is probably one of the best games I've played this jam, in all honesty.
Only managed to survive until wave 6, but this is a game I'm definitely coming back to after the game jam!