Had a bug on my last playthrough today where my health bar dropped to 0 over 1 to 2 seconds with no enemies in the room. The screen went black and won't return to the menu.
I think you could start the game off at a much faster pace with more challenge right away. It's a good 3 minutes of basically sitting around waiting before it gets interesting. I'd probably set the start variables to what you have at Speed 20. For example, I've written up this entire comment with the game running and I haven't even lost all my lives yet.
Pros: Nice artwork and animations!
Cons: It's a bit frustrating that jumping restricts horizontal movement. Having the delayed wheel spinout feels a bit more like a delay as well than what you appear to have intended. Maybe just have the character move smoothly while pressing the arrow keys and press another key to trigger the spinout/speed burst effect.
I'd add some powerups / upgrades to make it more interesting. Debris resistant umbrellas, a skidsteer bucket to scoop up flowers on the ground, etc. Maybe a bit more challenge, too, like debris that rolls along the ground once it lands or flies in from the sides.
A couple suggestions/comments: there appears to be a problem with some of your wall collisions -- the player can stand beside a wall in mid air.
It would also be a lot more intuitive and flow better if you just had the light automatically follow the mouse rather than constantly having to move the cursor back to it and click and drag. This would let you keep the character in motion all the time rather than all the starting and stopping created by having to go back and move the light again.
I have a bad game I think "ok one more game, I can do better than that."
I have a good game, "I think hell yeah, I'm going to do that again."
Inescapable.
Nicely done. My one recommendation is set the laser to fire on [spacebar] pressed instead of on [spacebar] released. On released makes it kind of awkward.
I agree with Neo. There isn't really a need for a timer, or at least in terms of losing (keeping it for bonus score is fine). You're probably better off reducing the number of chances at higher difficulties instead because as it is, if you're thinking at all while playing, you're never going to reach 10 attempts on the hard difficulty.
I've also noticed in another of your games that you force the player back out to the menu on game over. Just let me click Play and go right back to the beginning of the level instead.
As a simple memory game, I think you'll need to add something to it to keep it interesting past the first couple levels. 1) Make the grid larger (cards smaller) every couple levels. 2) Have in level power ups / helper cards such as adding more time during a level, reveal a cluster of cards, auto-find a match etc.
A couple points: 1) Let me click to start instead of having it auto-start. 2) Add some anticipation and skill to the game with some sort of indicator -- tank shaking, turning color, moving turret etc -- just prior to movement. Right now it's just guesswork on when and where the tank is going to go.
i thought about it. first wanted to ask my friends... but i will make it harder