I really like the concept...particularly the evolving. It makes the urge to get the next set irresistible. However, there's an interesting inversion of pace-to-achievement. The more you collect, the more frustrating it gets...rather than more interesting. I actually became less invested in searching for those last one or two pixels as time wore on. One way to improve this might be to make the areas of the map differentiated in some way so that you has a sense of neighborhood. A device like that would at least remove the tedium of the hunt. Still, killer concept.
Oh, one other thing...the boss that spins up its attack is a bit out of character. Up until this point you cannot let any enemy get past but this guy gets past every time he attacks. That's kind of weird and I'd maybe rethink how his attack is depicted so it doesn't look like he's flying past you.
It's a good start! Here are some suggestions: Add slowly scrolling stars to suggest movement. Add some kind of field or "ship" behind the avatar to reinforce that you cannot let things get by you. I'd like to see more drift and interesting feel to the avatar control. Since the avatar cannot move forward and back, perhaps replace it with a gun on a fixed rail or something more logical. I'd consider roping in an artist to help you with the graphics. Also, perhaps the avatar and enemies can be slightly smaller (so the field is slightly larger)...which would make it feel less cramped. Overall, again, great start!
Not a bad try for a home production. (And probably a lot better than what some of these other comment writers could do.) It does need work though. I'd recommend focusing your attention first on making the helicopter move in a more interesting fashion...something with drift. The concept is good, (defend your base), and later you can dress that up with interesting terrains and stuff...but for now I'd keep improving the core interface and controls.
Pretty fun! Plane feels good to control and there's some good advancement to the difficulty. My only complaint is that I'd like to see more interesting changes in the terrain and obstacles rather than simply the same course with some element thrown in. (For example, some speed runs, rings of different sizes, rings that must be passed in order, and so on.)
It seems that the most consistent technique is to simply go full power and track the target rather than trying to arc the arrow with finesse. It would be nice to have a save feature. Maybe the first level could provide a leader-line to help understand the trajectory physics. Whatever the case, love the production values. Could use a little more depth...a little more reason to invest time into getting good at it.
If you don't like kids chasing your truck maybe you shouldn't be an ice cream man. If they crave ice cream the last thing you should do is throw the stuff at them for free. That would get any kid to chase you.
I'm building one of these in my backyard immediately. My neighbor is a medicine man so I got that covered. (Those birds fly REALLY high, incidentally.)
I agree that a lot of combos that I thought would be fun, (alcohol + bricks = leaning tower of pisa, etc.) led to nothing. When I got stuck I would just methodically match all of the elements until something I missed (and wasn't intuitive) pops out. That part of this game wasn't too fun.
Haha! The first machine launches the ball 8 feet. The second machine launches it 12 feet. The third machine launches the ball 20,000 feet. Sort of fun but needs some work. The collision on the obstacles is weird. Some of the obstacles don't work...particularly on very long shots.