Ok, I found it a really nice first attempt.
The easiest improvement would be to get rid of the timer, and make it a leveled game -- eat 10 cubes to go to the next level, which has more spikey things.
Ok, I'm not going to criticize what is obviously an experiment. However, it should be titled as such.
Comments: There are generally two ways to deal with moving a character on a plan view. One is the usual wasd or arrow keys meaning u-l-d-r. This technique is good if you intend to fire in the direction of motion, but doesn't allow for off-axis shots, or if the mouse is used for firing.
The other way is the way you did it here with l and r arrows meaning rotate left / right. We can call this the Asteroids model. Which is great because then you can fire in any direction. The problem with your implementation is that there is no indicator as to which direction the player is facing, meaning I can only determine forward/back by trial and error.
It's nice that you tell me to buy a certain element before a level begins. It would be even better if you told me what color and key that element was, so I don't have to remember
A good fun game, Highly playable. The only improvement would be to start with the inventory open -- I didn't figure out what I had to do until much later.
I'd like to see a programming icon that would allow me to disable a manipulator for testing purposes. Perhaps a stop sign that could be dropped in at the start of the program.
This is a really interesting game.
I found it almost completely unplayable.
However, that being said, there might be an interesting game here.
Make stuff smaller, and stop popping up screens all the time that interupt the game play.
Also, there really should be an interactive tutorial, so I can figure out what it is I'm supposed to do before I die.