Painmethod is 100% right. Throw in the fact that depending on where you click the "play" button your pointer may begin on the line, and this doesn't warrent a single star.
terranstar, if you'll look closer you'll see this has been on here for over two years. It's every bit as likely that this is the actual developer as it is for almost any game here.
OK, after replaying I can see now that the bar to the right of your $ shows the different levels. And that clicking the bar advances sends the next wave. The problem is that there's no way of knowing the actual # of creeps in each level. I'd still like to see more balance and improved timing. Wave 3, for instance, begins almost immediately after the final Wave 2 creep is released, and the Wave 3 creeps are bunched close together. I've played 4 or 5 times and I've yet to get through Wave 3 without leaking 4-6 creeps.
Nice to see you taking the criticism and retooling your work accordingly. While I am not a stickler for graphics in web games, especially ones by amateurs, I think you should consider refining yours at some point. Before that, however, I think you should address other issues. I agree that the map should be larger and the path longer and with more turns. I think we're supposed to press the "Start wave X" button fr the next wave, but several waves start immediately after the preceding one. And the game speed needs to be turned down. With the current map the creatures should move through half as fast as they do. Keep working! You've got a decent foundation here.
A very novel idea. It DOES come up short in execution, though I don't agree with the term "FAIL" in this case. I still did experience a little lag. Could be the computer, though. I agree that it seems to be a lot about luck. Lowering the spawn rate would probably help. A slower pace would inject strategy into the game. As would a power-up or two -- slow, quick shot, a shield so you could get hit but keep your letter. These could be tied to punctuation marks or something to keep with the same basic theme. How about double letters, a la the two-ship configuration in Galaga?
3/5 -- It works well and features an animal dropping turds to take out other animals. that said, it's not terribly compelling and lacks much replay value.
I don't know that it's too hard; I beat it my second try. I figured out the basics on my first attempt (which lasted about 10 seconds) and from there it was easy. The problem's in the way the game gets its difficulty. It's too cheap, in a way. You lose health from the shrapnel, but the changing background colors make it hard to see the dots, so you get hit. I think you should either make those dots easier to see or able to be shot. It's not so fun spending the entire game getting hit by things you can't see when avoidance them is your only defense against them.
2/5. Has potential, but the control scheme severely hinders any enjoyment. I know it may have been your intention to add something unique, but unique does not always equal better or innovative. I'm OK with placing certain limits on game characters, but you've effectively taken away this guy's ability to step to the side. A shooter of this sort without strafing ability? No thanks. Conventional controls earns an instant bump to 3/5. Upgrades, weapons and such will bring it to 4/5. That's assuming you don't already have them; I'm not going to play long with those controls.
3/5 since it's your first game. My only real complaint is that the score immediately resets to zero upon your death. I don't know how many kills I had because I was so busy trying not to die that I couldn't look to see the total.