According to Wikipedia: "Key components of games are goals, rules, challenge, and interaction."
While your game contains interaction and very good art, there is no defined goal, no rules beyond where you can move, and no challenge. Your game simply isn't very game-like yet, but it looks promising.
Way too easy. I beat Waizer in three turns. I used an Agile(I think) Mutant, and used Assassin, Force, and then Disintegration. Vigor 18/8/9, Agility 20/20/24, Mind 20/8/20, and Mental 15/15/15. I also had Brawl and Armor at 15. I had the Combat sphere, then the Biowave sphere, and the Defense sphere maxed out at the end.
A great follow up of the previous games. Mapping keys to the various slots to reduce time spent dragging and dropping would do a lot reduce the tedium that some players are complaining about, I think.
A great game, but I thought it was a little too easy. I skipped normal completely and beat all of the levels on hard on my first try, except 4 and 6, which took me two tries.
Fun game, 3/5. I would give 5/5 except for the missiles. The missiles, when interacting with the environment, don't have a big square box for a hit detection, unlike every other instance of hit detection with any thing in the game. Getting hit by a missile that just went through the corner of a solid block on it's way to you is extremely annoying.
Even better than the first one. 5/5
HINT :For people who can't get over the wall, the peg for the catapult actually has more than spot it can be used at.
4/5 Although it's a clone of many similar games, it's still fun to play. One thing that really need to be worked on though, is the hit detection. Additionally, adding in power-ups would be cool, and allowing the player to choose whether the large or small section is filled in would be helpful.
3/5 And I will never give one of these better than that until we can stop using the stupid arrows keys. Seriously, why are we forced to use button such a horrible configuration?
Fun game, I liked the first one more though, I have to admit. Got all of the badges, but the beginning unlock-able last level seemed a little sadistic to me.
Overall, this is a great game. The contact detection with the spikey balls can be a little off sometimes, but this is often to the player's advantage >:P
Although it was a fun game, you broke one of the rules of game design: don't make promises you can't/don't keep. In other words, don't make a big, nice looking shield and cool looking projectiles, and then make the hit box for them 1 pixel in size. This game has great potential, and I would certainly like to see a second one, albeit with object size/ hit box size discrepancy fixed.