For all these games I always hate how you can't just give the customer food and go do something else. Why do I have to watch them eat it and cheer? I've got stuff burning back there!
Honestly... prioritizing chasing harmless randomly teleporting turtles while getting blown apart by stationary cannons right next to you??? That's just plain annoying.
Bit of a funny bug... If you have two Glide effects active (due to inspiration) you will still die due to 'gravity' if one expires while over a hazard.
I think the problem with this game is that as you get faster (which seems to be one of the goals) the game becomes less interesting. You have less control over what happens because everything is zooming by too fast and it's just random clicking. But if you run slower, you can't eat and get shot and die.
The way the XP is balanced is a bit funny. I don't find there's much motivation to work for brilliant ratings on all the levels on the first playthrough as it has a negligible effect on XP gain. Similar for going back and doing the nighttime levels.
Oh, the other thing is that maybe symbiosis should maybe have a charge time... because you can control things while paused you can pause just before a bullet hits you, switch to defense and turn on all symbiosis. Then switch to attack and turn off the symbiosis right after your bullet fires (or right before it hits them... not sure when the damage is calculated.) At any rate, you can abuse symbiosis with a lot of micromanagement if you want.
The game isn't that challenging, but it was fun. Removing the ability to control the plants while paused would make it more difficult (perhaps an option for golden leaves?) Also it might be interesting if the plants and crystals had different strengths. Like the crystals are stronger when attacking things more horizontally, while plants are stronger when attacking more vertically? Or different types or levels of plants have different directions they can attack efficiently. Something like that may add more of a chess-like strategic twist.