The movement of the tubes is way too slow. There's also not enough space above to see falling items to react in time. And if you match 3 when a tube has six items in it, it counts as a loss despite the fact that it should clear it down to four items.
Okay, for starters, the boxes need to fall from above instead of spontaneously popping into existence, because you very quickly get a situation where boxes start flying off like popcorn.
A few other complaints: Energy does not recharge between rounds, so if you bottomed out at the end of the last round, you're going to be a sitting duck for a long while at the beginning of the next round. Also, it should not be possible to completely upgrade your tower 3 rounds before the end. If anything, it should be nearly impossible to max out your tower before the end, so that the thrill of upgrading isn't suddenly yanked away in the endgame. Add one more tier to all of the upgrades. And finally, if you lose a round, the game should return to the point before you bought any upgrades for the current round, so you could try a different approach.
The hitboxes on some of the enemies are too small. I'll be holding my ray over a giant crab tank, and it'll stop taking damage for no apparent reason, until I adjust it to like the midsection. Even though I was able to beat the game, the hit detection needs a lot of work.
Why don't you actually try finishing the game first before you submit it. Nobody cares about every little milestone you've managed to reach in your Unity tutorials. In fact, all you're doing is making the eventual end result less impressive, because we had to see 100 demos before the real thing.
You should not have to hold the jump key for half a second to reach your maximum jump height. A simple tap should get you at least half your max height, not a quarter. And collision detection is lousy as well.
Two problems: 1.) On levels 3 and 4, when starting for the first time, passing your mouse over a checkpoint triggers it and makes you start from there. 2.) When you beat level 4, you are treated to the same Game Over screen as for losing.
A couple of ideas: In Round 1, give the player 3 seconds to move, and for Rounds 2-20 decrease the amount of time by 0.1 seconds until it falls to 1 second; however, let the Minimum Time, equal to (0.25 + 0.3 for each space away the nearest gap is) seconds override this time limit in any given round if the default time limit is less than this. From Round 21-40, start making the hall taller with each round to make it more difficult to see the gap, until the floor and ceiling are as low and high as they can go. From Round 41 and onward, start adding glue traps to floors which slow your character down.
In the flying level, the regular ammo is way too weak to be effective at all, the strawberry ammo never runs out (unless you die), and the boss fight goes for way too long.
Two more things: You can do away with the vertical attack. It's only useful against small enemies, and those could just be replaced with bigger enemies. Also, moving platforms should slow to a stop before changing direction; the section in the 2nd level with a bunch of moving platforms over a bottomless gap is too difficult as it is, and making the movement more natural would help ease the difficulty.
A few things: 1) Make Up jump. 2) Make his attack range bigger. Knocking down that one gate with the background gorilla's rocks was especially difficult. 3) Make the darts in the bonus stage fly faster.
By the way, you shouldn't have to retype the number of rolls every time you want to test your dice. That's the one thing that will usually remain consistent between all tests.
I agree with all of kazookazoo's suggestions. By the way, does anyone else agree that the game looks prettiest right around 50 MPH? Beyond that, it starts to look a bit garish.