By the end of the game, and many times leading up to it, I should *never* see an empty screen. Fix this.
Also, the adventure mode is too freaking hard.
Desperately in need of a fall damage effect. If an enemy can fly out into space, just barely missing the out of bounds threshold, fall back to ground at 200 km/h, and somehow only take the 25 damage from the initial hit, it feels like there's something missing.
The rules for the water rods are ambiguous - when I try to use them to make a ramp for a ball to roll down in the first few levels, it passes right through, but on the "Bully" level, the plow collides with them as if they're wood. Which is it going to be? Do dynamic objects pass through them or not?
||R|1,272,53,-160,1,207,33,180,1,139,37,160,1,74,69,140,1,28,120,120,1,10,184,100|w,1,292,404,0,w,0,325,102,48|406,344,100,178,130,45,p,0,0,0,1,184,203,204,0,0,0,s,0,0,0,0|398.65|403.55|304|444||
24k miles on an actual level.
The seizure mode gave me a headache. I really liked the music for some reason, but like everyone else said, it was pretty easy. I'd cut down all the pixels gained by factor of 10 or maybe 100 and leave the damage where it is.
I hate how the grenades don't blow up until they stop moving. Probably not a good idea. Give them a set timer or maybe one we can change manually. I can't tell you how many times my grenades have slowly rolled barely out of range of one of the targets before exploding.