This game could be good if the UI didn't suck so badly.
How about when you complete a level having a button to go straight to the next level without having to go back to the level select menu?
How about having the drag for the angle operate on mouse position relative to the centre of the circle rather than left-right?
How about making the angle shown in the "Previous shot" area equal the angle which was in the "Angle" box when you fired?
A default power of 100 would be nice too, because I nearly always put it up that high.
Not bad for a first game. I particularly like the way you've got acceleration on the movement - so many people have stop-start movement in their first games. I do think that 3 minutes is too long for the current amount of depth - 90 secs would be about right, but ideally you'd start adding complexity after 30 or 45 seconds. Maybe a need to breathe?
Too realistic. Space combat may be mostly flying around bored out of your skull, but games shouldn't be because being bored out of your skull isn't fun.
For advergaming it's not bad. I do consider, however, that the designer lacked imagination. Romeo had plenty of flesh-and-blood people wanting to kill him with swords, so why not go for a Prince of Persia feel rather than a Sonic / Mario one?
The difficulty curve is a tad slow, with most of the difficulty in the first 15 levels coming from the non-intuitiveness of the mechanic. (Why can water flow straight past an open pipe end without entering the pipe?) On level 18 I found a solution which didn't need all the pieces. Level 20 is far too late in terms of its relative difficulty. There's some definite potential here, though, and if you make a Liquid Measure 2 I'll play it.
Does this game have any kind of difficulty curve? Levels 10 to 35 seem pretty much identical. I must say though that the way I can heal from 90% to 105% and then "heal" from 105% to 100% is quite amusing.
Pro tip: if you only support WASD for movement and you need the mouse then you upset people who mouse with the left hand. It's best to support both WASD and cursor keys.
If you made the catching a bit more generous then you could remove the bit about needing a decent mouse. I got to level 12 with a trackpad, and then got very frustrated because perceptually I thought I was clicking in the right place at the right time, but I wasn't catching. Perhaps allow the catch if the ball overlaps the mouse not just when the mouse is clicked but for 0.04 seconds afterwards as well?
Ok. The biggest changes it needs are better controls, a consistent graphics style (are all those graphics nicked?) and to tell you the level goal at the start rather than at the end.
Nice concept, horrid controls. Having three keys to rotate left 90, 180, right 90 would allow me to make my moves as fast as I can think them through, whereas now I find moving slow and occasionally inaccurate.