Cute and well done, but ultimately easy and silly. Only level 24 (and some trial and error on 25) lead to any real thinking, and it was never "what am I supposed to do here", but rather just "how do I do it". Usually, the "what am I supposed to do" is the most interesting question in these types of games, and it's sad that this wasn't the case here. Perhaps best played by elementary and middle schoolers (and very good for that target audience), but not much interest for older players versed in puzzles. While I didn't care for it much, I do appreciate that it is well made and good for some audiences, so a 4/5.
All that said, I think this game (with perhaps a little more functionality) could be marketed to middle-schoolers as an excellent introduction to functional programming. You have a great piece of edutainment on your hands. :)
Great game, very nice implementation. I agree with a couple of the comments though - needs level-select (allowing people to fine-tune and reduce the total number of commands -would make for a cool badge), would be nice to see a step-through highlight on the code, and a faster interface than click-drag (perhaps keyboard or just clicking) would be nice, though not needed. Well done. 4/5 for now, 5/5 with more replay value.
Cool game. Great concept and nice implementation. My biggest complaint though is the opaqueness of the weapons and abilities. I want a _lot_ more information about what the weapons do, the damage they do, what happens when you research upgrades, etc. Right now it feels like a bit of a crap shoot, and it's hurting the game's score in my book. Just some sort of mouse-over stats with upgrade-stats next to them (in parentheses) would be great.
Very nice game with some cool (if imprecise) physics. However, there are some problems that plague the game. For one, things appear to not be deterministic (for example, on TNT Tumble, the TNT tower only falls over sometimes at the beginning). Plus, I often found myself ignoring the level design and just using a couple of well-placed mid-air bombs to solve the puzzle. Basically, you have nice level design, but didn't block off the obvious, direct routes. A little more care on the level design would add a lot to the game. However, as it is, the somewhat open levels do add some creativity to the solutions, which is a nice breath of fresh air. A solid 4/5.
Wow, didn't know this game was on Kongregate, but I voted for it in the JayIsGames design competition. Fantastic old-school-shmup interpretation. An easy and enthusiastic 5/5. :-D
I can't in good-conscience rate this game above a 2/5. It's harsher than it probably should be, but I'm marking it down because the game obviously had so much potential and has a lot of talent behind it, yet flops so badly. Everything about the game is good with 2 exceptions: the extremely limited content (3 - 4 songs...what??), and the terrible note pattern design. The notes don't match the music at all and completely destroy any suspension of disbelief the player might have had. Also, some of the rhythms are flat-out wrong. Get some more music and make some better note layouts, perhaps with more of a progression-style (like SCGMD) and this could easily be a 4/5 or even 5/5. Nice concept, terrible execution. :/
I want to like it, but I see two major problems (both detailed by norumaru): the drops that lead to instant game over are ridiculous, and the controls are somehow too snappy. I haven't been able to specifically identify what it is, but the controls really make the game difficult to play. I like the graphics - very nice hand-done pixel feel (reminded me of Cave Story and Knytt) and has cute (if somewhat annoying) music (which is blessedly mutable). A good start, but needs some tweaking to really shine. Right now, a somewhat frustrating 2/5, but could easily be a 4/5 with some modifications.
Sorry for the comment spamming - just trying to offer some suggestions. You need to drop the depth of your enemies to below the towers. Right now, they cover up the towers when they pass by.
The math seems to be wrong on the damage. The rapid towers at 30 damage were doing far more than 3 times the damage of the regular towers, which are supposed to do 12.
You have a problem with towers firing simultaneously at the same enemy but not doing double damage. Also, it'd be nice to have a restart or main menu button in the pause screen. Plus, the ranges visible when you click don't seem to be accurate - I had towers firing well beyond the circle. A good start, but definitely needs work. I'll hold off on rating until we get a more final version.
Honestly, I like this game less and less as I play it. You have excellent presentation and technical qualities (sound, music, visuals, layout, timing, etc.), but the game itself is exceedingly blah. There is no depth to it, the scoring mechanics are terrible (no bonuses for combos in survival??), the game is repetitive, and the word list is atrocious (where on earth did you get this? it's full of fake words and misspellings!). I begrudgingly give it a 3/5, only because of nice production values. The game itself is hardly a 2/5. I'd love to see you put your talents towards a better project in the future. Please don't try to make a sequel to this one - there are far greater games out there for someone with your skill to make.
Cute game - rather fun new vision of asteroids. I liked it. I give it a 4/5 though due to relatively low replay (upgrades fun but quick to obtain, each level essentially the same only more enemies) and a glitchy rotation button (you need to use a different button-press handler method in ActionScript to avoid that delay when you first try to rotate).
Wow - that just...sick. This is one of those games that makes me truly believe we need some sort of rating system or warnings in here. We can't say some swear words, but doing this kind of crap to someone is okay? That's incongruous to say the least.
From a technical standpoint, you do a fine job with the physics and the weapons are appropriate and well rendered in their effects. However, this one is just a bit too sadistic and pointless for my tastes.
I agree with garduque though - you have talent, try it on a genuine game instead of something like this...