It would be nice if the rocket launcher homed in on the closest enemy to the missile, instead of the closest to the bottom of the screen. Watching the missiles zig-zag ineffectively across the map while I'm dodging a hail of bullets from all sides is frustrating.
"The record suddenly stopped." ... Yup, because the only thing worse than creepy music is creepy music suddenly stopping when there's no living person around to turn it off.
I walked back into the room, then just stood there for a minute thinking: well crap.
Tank blows me up after the first level, so I have to buy a new car, and it isn't good enough to get me past the first two enemies of the first level, so I already have to start a ridiculous grind. On top of that, the game lags every time I pick up an item or kill an enemy. I can play current retail games with pretty much all the graphical detail settings at max, I shouldn't have to play a free flash game on low quality.
Cute, but quickly becomes boring and repetitive. Are the objectives the same for each world? I gave up after completing six on world two, because with a maxed first character, and a boosted second, there was almost no challenge, but still apparently like 70% of the game to go.
The way the game checks for misses is horribly inconsistent. I once got two consecutive waves of new balloons without even getting to fire a shot in between them. Also, the delay between the shot and checking means you're punished if you don't wait for the balloons to pop. Worse, when you know you can't make a shot, it won't always register that you've not made a match, and so will wait until your next shot to add a wave, interrupting any potential shot you might have made and screwing you out of a turn.
On level 17, the round block has a tendency to roll down on its own, and even when it doesn't, it often doesn't hit with enough force to knock the man into the water.
The problem with the "Learning to Glide" challenge isn't that it's too hard to keep the geek off the ground, but that there's no good way to knock him down to keep him from going above the game ceiling, at which point you can't redirect with a hellraiser.
The click to activate spouts don't add anything to the game other than the irritation of having to hold the mouse button while I'm waiting for the goal to fill.
How about not making us sit through the boss dialogue every time we play a level? It really interrupts the flow of the game, especially when I'm trying to shoot my way out of a horde of monsters when it happens.
You should make the decorative vertical bits a different shade of orange from the platforms. It's confusing because as it is, they look like walls. Also, I don't see how it's possible to get up the set of boxes and barrels that act as steps early on in the second level. You can't get enough speed to just let the momentum carry you up, and once you're up a little bit, the back wheel has nothing to sit on so you can get the front wheel over the top and continue.
The arrow cannon seems overpriced for how limited it's effectiveness is. The only things that tended to get in range were the invulnerable bunnies, and it can't hurt them while they're invulnerable, so... kinda pointless.