The enemy radius can be kinda hard to see on a contrasty monitor: perhaps consider a 5% opacity blue circle for an idle enemy, and then turn the circle red when it's targeting the player? The intermediate R and B values could show while the enemy locks on.
Also, second on the don't-need-to-click idea. Players will get it in seconds.
Okay, I have a simple form of combat working, but the trouble is that it's not very fun. Battles are extremely quick, and have extremely simple mechanics.
Any ideas on how I could make this more fun?
Also, it occasionally freezes for a couple seconds. No idea why, I don't think I have time to figure it out as the contest ends in a few hours.
Make different eyes shoot different things.
Powerups.
Random spiffy looking particle effect background. Make it a tad more interesting to look at.
Don't require the user to click to move so I don't end up just holding down the mouse button the entire time.
Add strategy. The enemy needs a way to win based on user actions.
Nice sound effects.
Cool minimalist style.
Color eye health was a good touch.
holy crap im finished and it's not half bad. Thanks for all your support
edit: i left in the click-to-move navigation because it's sometimes necessary to use the mouse movement to explore. You don't want to accidentally run into an 8-eyed foe while looking for easy picking
I enjoyed the game immensely: I would shell out a few dollars for it on Steam if you polished it up a little. I also experienced the game freeze, but couldn't find a cause in your source.
Speaking of your source, why do you have a copy of your game in your game? There's a full .love inside the .love file.