21st century FPS 101: Bullets come out of a gun, not the center or the screen. Also, the gun should travel a bit depending one where the player is looking (i.e. the gun moves while the player's torso doesn't), so that hackers can't create easy aimbots.
Here's a hint: When you are introducing a brand-new play mechanic, tutorial levels should be actually teaching new players about the new mechanic, not just leaving them to figure it out blindly.
Pretty good game for its genre, though there are a couple of level that rely on pure luck to get all three stars, otherwise it would have scored higher.
Minor point: More vehicle angle views needed to make them more believable. (Angling the sprites can help there as well.)
MAJOR quibble: Why does touching the side of another bike cause me to lose half my speed, while they can drive through *CARS*?
Needs levels! "This is level 01. Here is a single base. Blow it up before it produces enough blimps, ships, and planes to kill you."
"You get credits for each kill, based on how hard it is to kill. Upgrade your plane between levels."
Make the current plane what you get after a half-dozen levels.
Here's an idea to emulate hovering help: Have a [?] toggle button that, when clicked, causes other [?] buttons to show up on everything that you have a help text for. Clicking on those buttons pops up help for that feature.
Could the 'change in the sun' thing *PLEASE* have an even chance of going up or down? I often end up with a system of negative planets that life won't grow on.
Heh. I upgraded it to 300 plants, then left it running overnight with an auto-clicker sitting on the first egg slot to keep the population pressure on. This morning, there is a level 49 omnivore and a level 38 herbavore, and that's it.
A suggest for the overview: have small, clickable icons with the level of each parameter overlayed on the mine, with the level colored red for any you can't currently afford, and green for those you can.
Hmmm... Here's a novel idea: Have 'Clicking inflation', where the longer you go on clicking, the more each click is worth, but based on time, rather than the number of clicks. For example, if you have upgraded the multiplier all the way to level 15 (e.g. 1.5x) and the time period down to level 15 (e.g. 5 seconds), then, if your first click nets $4, if you keep clicking for 5 seconds, the value of your clicks jump to $6 (i.e. $4 x 1.5). At 10 seconds, it jumps to $9 (i.e. $6 x 1.5), etc.
Not only would this offer players an incentive to stick around and play it actively, but those of us who are 'tourists', and just browse through games (using auto-clickers for idlers, in this case), can quickly see what the game is like further in.
Not bad, but if you have keyboard controls, *please* don't make me have to take my hands off of the keyboard to click with the mouse when all I want to do it start the next level.
Considered, thank you for the suggestion :D