This is a great interpretation of the launch game genre. lots of twists on hazards and power-ups. Allowing for a more player involved game. Having good hand eye coordination and pattern recognition are a big help, and allow the player to turn a blockade into a boost. While a don't dislike the burger building as much as some of the other commenters, it does seem to be a bit buggy on the controls in that mini game, but the concept is original and a sound idea. The minor quibbles I see are not really an issue to me 5/5
It may sound like a small thing, but if you can come up with an in-game rational for the method of upgrades it can really make the experience more enjoyable. example: rather than having the character say the need to upgrade the damage, say instead the they need to buy bigger caliber guns, or hollow-point expanding bullets for their existing gun (which do more ripping and shredding 'damage' to a person). Small things like that help to keep the player inside the game-play world, and in my opinion help to keep the enjoyment factor up. Some times mediocre game-play can be be carried to 5 star status by good storytelling. This being said, for a first attempt this is a very good offering, and thank you for sharing it with us.
a lot of lag (my only guess would be command overload from holding down control buttons), and a lackluster ending. Definitely could have had more meat to it. But the customization and upgrades were pretty good.
Forget upgrading the first two kickers, just grind till you can but the next. Skip the 4th kicker and save for the ultimate one then max upgrade that. Make use of the critter upgrade reset button often, it won't hut you. Once you can get to the water level lose the 'Spike', 'Run Swanson', 'Cannonball', and 'Domo Arigoto' upgrades as they do almost nothing. Don't use your Smash ability when you are meteor striking, it's just a waste then. Use these tips and you should coast over 4 mill easy.
Overall a decent game. Addictive (I HAD to beat the dang thing!!) but a little boring. the sound effects were cute and not annoying, and I never get tired of a Helium filled hamster. The missions and various upgrades kept it from being too repetitive, but after one time reaching the ending I have to say that
I see no replay value. 4/5 for one sitting.
What separates decent launch games from great ones is the ability to have control over the launchee after the launch, up/down fast/slow, ectera. just having three bombs doesn't really add much to the game-play, it is still pretty much a upgrade then luck game.
Thank you for the feedback. Yes, story telling definitely plays a big role. I am working on a sequel and will try to incorporate that.