Hmm, this one was a bit rough for me. I feel like the game does have a lot of charm to it and can be quite addictive, but overall it felt very repetitive and janky, like it was barely holding itself together.
As said, the game does have a somewhat charming and mysterious aspect to it, what with its goofy graphics, mouthed sound effects and hand-written manual clashing with its overly serious and gross story and concept. It also does have that combination of a clicker game feel where you keep powering up bit by bit, along with an ant farm sim feel where it can be fun to watch your units go to work.
But still, despite all that I think I had an overall bad time with the game due to some really wonky design decisions and bad construction.
First off, without a tutorial and more intuitive language and symbols (for example, every building just being some sort of weird mass of grossness) it was really rough learning how to even proceed in this game. Eventually I felt like I got the gist but even then, it just felt like the game was taking forever and my spiders barely made a dent in the boss, let alone its army, so I still felt like I was misunderstanding something.
The game also just has a lot of annoying waiting in its design. Nighttime was so annoyingly dark that I just never wanted to go out since there was no reward to negate the heavy risk, healing was so annoyingly slow but I didn't want to upgrade it since its technically free and thus a waste of resources that could be better spent elsewhere, it was annoying that I couldn't dump all the corpses in at once and instead needed to wait for it to process food multiple times, it was annoying that I couldn't access the shop menu anywhere I wanted, and so on. The game made it too easy for me to optimize the fun out of it, I suppose.
There were also a ton of weird glitches. I hated how even if you were full up on food, you could pick up more food and waste it. And speaking of food, while typically you think you can only feed one unit per food, you could actually feed multiple at once if you placed the food just right into a tightly-packed crowd.
I could go on but you get the idea: an interesting concept that could work, but constructed and designed very oddly so as to create a very confusing and frustrating experience. Looking into it, I suppose I shouldn't be surprised that it was constructed by a bunch of devs who couldn't talk with each other over a very short period: it certainly does give that slapdash feeling, so uh, well done?