Very short. I like the idea of upgrades but they seem a bit perfunctory. They don't provide any real strategic hook. The words for summoning units should probably change.
Rookie UI mistake. If you have a game that requires keyboard control but a mouse click to start, provide a countdown OR allow for the next level to start through a key stroke. As it is, you gotta click the mouse then quickly put your hands on the keyboard before you die.
I've never played such a simple game that was so frustrating. Correcting the jumping so that it didn't require some kind of hummingbird-like timing would be nice.
Beating the game gives you the final dialog. Then you're taken to the menu and not given the option to continue. If you continue, after each subsequent battle you're given the final dialog again, and taken to the menu. This should be fixed.
I also gave myself eye-strain playing this game, but I completed all the levels. Here are a few requests I'd love to see implemented in a future version: Ditch the random swap and random remove powers and replace with an "add time" power. Allow the swapping of key and prize tiles instead of having them locked. Make the levels slightly shorter and smaller. (The sense of accomplishment for having finished should happen more often.) Perhaps make the tiles slightly more graphical and less illustrative to ease the eyes.
I haven't played through the whole game yet but I feel like the missions don't feel quite open-ended enough. I feel like I'm not offered strategic choices as much as I am challenged with unlocking the right combination. I think this is reinforced by the developer's comments providing "solutions" to the more challenging levels. It's kind of a pity there's not more gameplay depth because it's clear that there's some real innovation and professional production values at work.
After playing three or four sessions and unlocking everything I found some balance challenges. First, the game gets easier as you progress rather than harder. After getting a good number of upgrade points, there's little sense of discovery. There's little incentive to go back and play essentially the same levels in the different modes because the game doesn't change significantly enough in the different modes. (Insta-kill mode would be better as an achievement than the "final" map mode.) I'd love to see more diversity in the maps and opponents, and (this is a bigger programming challenge), some options for upgrades rather than each tower simply having 5 levels. There's little strategy involved once you find one that works for you.
6) Partner up with an artist that understands UI design. You'll save yourself a TON of time, learn a lot about collaborations, and ultimately create a better game. (Lots of people will give a great game poor ratings because the programmer/developer thought his art was fine.) 7) Fix the little things, like the tank moving faster than the shells. 8) Consider the architectural structure you'll need for graphical features, like tank tracks, muzzle flash, smoke effects, and so on. KEEP IT UP!
Okay, well... lots to cover. 1) Intuitive, traditional movement would be better. "Up" to move the tank forward with left and right to steer, rather than up to move up, left the move left, and so on. 2) The turret should follow the mouse. This is a tank and the primary conceit is that the turret can move independently of the chassis. 3) Although you are clearly focusing on the fundamental movement and "play technique" of the game, you will eventually need to establish a reasonable collision system. It seems a bit off just yet. 4) Don't worry about the setting. It's obvious you spent some time on the modeling and scenery, but leave this stuff alone until you address #1 and #2. 5) If you want to get advanced, the tank should feel heavy. You can accomplish this through some momentum tutorials.
I got the level two sword and upgraded armor, but how do you kill the kobold king? The traps were easy (spoiler: up, up, left, up, right) but that king dude is too tough. Should I use the amber potion before the battle?
Fail. I can appreciate that you're learning Flash. That's great. Why don't you post a real effort and solicit real feedback from real gamers rather than wasting our time with your witty comments. (You can just put those in the forums or something.)