I really enjoy this game but I have a few suggestions. First, I think the weapons should have an info box or something to tell you (before you buy) what the attacks and AP costs are (IE Quick Shot 4ap, Aimed Shot 5ap, Reload 4ap), and perhaps whatever modifiers apply (such as I'm sure there's either an accuracy penalty on quick shot, or an accuracy bonus on aimed shot). All basic things a gun shop salesman could tell you IRL. It'd be nice to have more buy-back opportunities on supplies and weapons, even if it's at a lower price. With all the robbers, who doesn't need lots of ammo? lol. Great game though.
Not bad. You really ought to clear out all the high-flying yellow dots from the fireworks cannon. Be nice if they were cleared at the end of that phase, but at minimum clear them when the game ends. No lie, I actually finished the whole thing with 4 lives, restarted, and had one fall in the first gray arm phase. That's got to be at least 2-3 minutes later.
Fun concept, good art and music, but I have to agree that the controls are rotten. It's fine for the first 20 seconds or so, then the carpal tunnel sets in, and as you progress to the faster levels, you visually loose the cursor, and the bird just doesn't feel very responsive. Tried it on the lowest setting, no change (as expected, because it's rare that I need to turn down from top settings).
At minimum, adjust the cursor to have more contrast with the background, and give the bird a bit more responsiveness (at least in animation... such as talons reaching in the direction of the cursor).
Alternately, you could try another control scheme with a WASD control of the flight, and use the mouse to control grip, then fling direction and power (cursor father away, fling harder). You could possibly slow the bird down a hair, to maintain the same level of difficulty, and it'd probably be easier on the mouse wrist to boot.
Good for a "beta", as shown on the opening screen. Definitely needs sound... you had me checking my headset to make sure I hadn't muted it. Probably the most frustrating part was the VERY slow ramp up. I was still sending multiple waves at once in the 60's (Classic map). It would also be nice when placing turrets (especially modifier turrets) to see that turret's max range after upgrades, as a second ring.
I'd say kind of eh. I'd have quit before the end if there wasn't a badge. Here are three places to start. One, work a bit on your death zones... there were several times I died, when it didn't seem that I got too close to anything deadly. Also, the double-sided spike bars... there aren't spikes on the ends... so running on/into/within50pixels of them shouldn't kill you. The menu button seems to kill the current game, it's in the playfield, and there is no "Are you sure?" dialogue box. That isn't very nice. Finally, it was very common... VERY common that when I hit the "Erase" button, the playfield reset with a huge line marked across it, once it took almost a half dozen erasures before it finally reset blank. Hope that helps.
The daylight hours tasks were a unique spin to this type of game. Graphics above par, sound good. Downers: crosshairs are off (low). Bullet travel is funky... frustrating shooting at someone's head, only to hit someone farther "up" the screen in the legs or torso. Definitely needs in-game zombie-kill and headshot counters, perhaps for that level on the HUD, and a running total in the diary. I gave it a 3, but it's solid, and with some work (and perhaps harder difficulties, with faster progression), it could easily be a 5.