I think my one complaint would be the lack of station health meter. Ok, it's taking heavy damage, that's great but 1. where and 2. how much can it take? Also, making it more clear that you can lose station parts would be helpful. I didn't realize that until I had lost 2 cannons.
I think the game ended up a bit backwards for me, i.e. I went from doing many launches (30-ish) to get a few upgrades and a max distance of ~50k, to getting all but a few upgrades and way over 500k distance in like 3 launches. I like that it doesn't take forever to get upgrades (which I was afraid would happen with the increasing upgrade price), but the rate just seemed backwards.
Unrelated, but it also seems that after a certain level of bounciness, you'll just bounce indefinitely to 12 ft (though you don't move forward).
Needs to either have a collecting upgrade, eggs left on screen need to stop level end, or any eggs left on screen get auto-collected. I hate seeing a big stash appear at the last second and I have no way to get it before the level finishes
The true rage is because of bad controls, inconsistent AI (wait, you know to shoot me while I'm trying to jump, but everyone else falls to the bottom trying to get at me), and the last level end door having a level requirement that made me play it 3 times (only level door I didn't have the level for when I needed it).
I get that the pearl laser shouldn't be easy, but it's pretty hard to tell if it's even touching you (no damage animation) and it's a constant drain on hp (no 'invincibility' period), so don't pay enough attention to your hp meter, and suddenly you're dead.
Switching between crossing and filling in blocks seems to only have a small click area near the top; I pretty regularly have to click multiple times to switch.
There really needs to be a way to 'undo' movements. It's difficult to tell if/where a weapon can attack (I think the only places the AP and range are listed is the upgrade menu, and it's not super clear what 'range' means). Movement should also display an arrow showing the exact path your character is going to take. I see that clear mine there, and didn't click anywhere near it, why did my character decide to take the one path that would land on it?
Slalom is terrible. There should be a better indication of passing it then the number increasing (was it that before, or did I get that one) since it seems to be pretty testy about if you passed a marker or not (wait, I got that one when I nicked it, but missed these three?)
'Physics' games shouldn't rely on 'if you click this pixel, the block cracks in two; to actually win, you have to click this pixel to shoot a piece of shrapnel across the level.'
Good game, but had to downvote because of the lag issues, and due to pretty regular bugs (primarily, cats stuck on different levels so they can't do anything)