2/5, but torn on the rating. it's very repetitive, and extremely easy, especially if you grind level 1 a few times. the graphics are not pixel at all, either; would be better named vectorvader. but it's so hypnotic that it could easily put someone in an altered state if there was a full screen version.
there's definitely potential here. I actually LIKE that you've taken inspiration from the best in the genre, and added your own twist. it needs better documentation, and the interface could stand to be clearer (I didn't know what my credit limit was until I started clicking around, and I wasn't immediately sure which I could buy).
keep working on it!
certainly an improvement over the first. your collision detection is still a little wonky (it is a little disconcerting watching the balls bounce off the BACKS of the paddles! :-) ), and it would make more sense to me to update the scores by the player that scored, rather than the other way around. keep working... you're certainly improving!
it's got some funny bugs in it, such as balls bouncing off the paddles at funny angles, and it could use some sort of end state. but it's a good first effort!
you did a good job of basic modifications of the shootorials. it shows that you're experimenting with it, which is admirable.
now, take it to the next level... see if you can turn it into a platformer, add some levels and animations, and keep expanding it!
I was lured into the game with the promise of hundreds of colourful spacecraft per second, but I do not believe that I was exposed to that amount. perhaps hundreds per 10 seconds, definitely hundreds per minute, but there was a distinct lack of hundreds per second action as promised.
that shortcoming forces me to rate 4/5. increase the spacecraft density to meet the advertised amounts, and I will re-rate.
the game needs a 'speed up' button. as well, it's frustrating being punished score and experience-wise, if you're being efficient, and getting through the level quickly.
a solid start, but it definitely needs some work.
something about this game makes me very happy. I'd like to see it longer... perhaps with more "levels", with different pieces?
regardless, I am favorit-ing this game, and will return to it often.
a unique concept, but the interface is as frustrating as all get out. for me, at least, it takes a (random) number of multiple clicks to get the attention of a gate, and it never seems to release when I expect it to.
certainly a nifty concept, if simple. more dynamic clues might make this more exciting. for example, the colour changes in a gradient across the playing field, depending on where the object to be found is.
the concept here is great... I like the interface metaphor that you've chosen. it definitely needs to be tweaked, though.
by allowing the mouse button to be held down, I could hold the ball in the upper corners to rack up score. I could also quickly clear out lines of blocks in a few seconds. this is very unbalancing. the suggestions of keeping the paddle jailed in the blue area are good, but I think that it's too easy with the hold.
keep up the good work, and you'll have a neat game on your hands, I think!