I very clearly got 1342 connections on level 3 and the end-level says "maximum connections 1228." Something's borked, that was my max for level 2.
Also: this game is based on a much older concept that was a simulation, there's no real strategy, it's all pattern recognition.
Clickable buttons:
If a button is made of text BE SURE to go to the "hit" frame and put something else in there so that the mouse can still click the button when in the center of an "O"
I'm working on an update, enemy patterns are all coded in the XML files it loads (see http://www.pages.drexel.edu/~mmj29/DIGM%20265/level1.xml for the Level 1 file, if you're interested). I've pretty much done what I can do with the pathing, unless I want to work out how to make them circle around a point. Making them do more interesting stuff: completely possible. I'm working on some new enemy types and will create a Level 3 to show them off as soon as I can. Working slowly on and off with my other game when I can. Hard part about new enemies is making them different from each other.
And as I've always said, if anyone wants to write levels (or come up with other ideas!) I will happily incorporate them with credit.
Changes are coming, I've been making several changes. I'm not ready to upload a new version just yet, I want to code in powerups first, as well as add the different modes (the one you see now is "easy," "medium" will be the suggestion of not letting the mouse leave the blue, and hard will be medium plus increased speed and no slowdowns).
I'm glad people like it, it's given me the motivation to continue. :)
I like your guy's ideas. I had realized that the clicking was repetitive, but couldnt think of a way to avoid it without taking away the core idea that was my inspiration ("It's breakout, but with clicking!" due to all the "click to win" games).
Not sure how I'd "disrupt the cursor" but I could certainly see what I can come up with. Anything that changes gameplay will be uploaded as a new game (this being more of a "is this any good? how do I make it better?" test), but I can certainly fix the resolution here.
That's the best part about this game: new levels are so easy to add (well, writing a new level not so much, adding it to the game, yes), all I have to do (once I sit down and write a new level) is upload it to my site.
I'll see about making another level this next week. I should make more enemy units first though. >..>
Thought I'd let people know, Gaby has a blog at http://playr.blogspot.com/ and he spent some of the money he got from Kongregate for having such a great game financing the sounds!
Why on earth would you care to hack the High Score API? There's no god's honest POINT. You can only do it for your games and guess what?
Everyone will see your score and go "cheater."