this game might be a little more strategic if you had multiple discard piles to choose from - otherwise it's a total random crapshoot, so anything besides easy ends up being practically impossible to win since the opponents start out with better cards than you.
this could have been a really good puzzle game. this could have been a really good platformer. the fact that it's both rather detracts from the experience, for me - I can figure out how to do the puzzle and then have to suffer through it 50,000 times to get the timing and the jumps JUST right, which ruins the puzzle experience, and the wall-jumping and hit box detection for past selves is done in such a way that it's really not all that enjoyable as a platformer.
For those requesting a Mute button - the NES didn't have one! ;) but yeah, would still be nice, the 8-bit music isn't as awesome as it was when i was a kid and one does want a break occasionally.
as with most such games, it is extremely unforgiving of lag - every so often it will stop accepting keystrokes for half a second or so (especially when a lot of notes are on screen at once), and then hammer them all in as soon as the lag spike ends, ruining my score even further. maybe add a bit of code to deal with this?
this is fantastic! but... please, PLEASE don't make animations that shake all over the place, it's epilepsy-inducing for even those of us not suffering from epilepsy! background should either remain static or move smoothly, not twitch.
"Undo last action" would be nice... since everything is deterministic it won't impact anything, but accidentally flamethrowering half my team while trying to de-select the weapon, 45 minutes into a mission, does get annoying
too random - yes, you can aim, but it's kinda meaningless since you have no idea what to aim *for*. side-boosters would be really helpful. (limited by some amount of time and/or number of uses, but WAY more than the vertical booster limit that's in place now)
what does "hard mode victory" for a ruby medal mean? how do I configure difficulty levels? (finished level 2 in 5 turns taking 0 damage, still only getting a gold)
it's pretty! but incredibly dull - you need to come up with a better mechanic than "Catch whatever's falling down". if you're going for arkanoid clones, maybe just have the trick bounce off the central pillar, and make the player work at hitting it with the proper part of the paddle and bounce it from the right part of the pillar itself.
the grunt's head occasionally dislocates when killed by a rocket - is this intentional? (i.e. it moves off to one shoulder, even though it's still attached)
it's kinda hard to tell which outfit is which, really... trying to sort out which of the loads of pants i own is "gladiator" now... add little labels on the bottom of each outfit section, please!
He's so busy with all his research stuff you know :)