The final level can be completed with 4 of the 7 pieces unused. It wouldn't be that hard to add a brute-force checker to the level designer so that in v3 the hard levels at least actually require all the pieces.
Starts out as a puzzle game but the level with the cave seems to be all about dodging attacks rather than working out what to do - which is completely obvious.
Not bad, but not at the top of its genre - and given how packed the genre is, it needs to be at the top to be worth playing.
After level 5, where I earned $2500, I thought I'd try the free play. I got bored and committed suicide when I'd earned about $45000. That suggests it's not correctly balanced, and the reason is that the AI isn't good enough. They all shoot where I am right now, so I can just fly in circles round them and only get hit when something spawns directly in my path.
Also, the keyboard controls didn't feel particularly responsive.
Fix those two things and it could be at the top of the genre.
Why should I care about this game? What does it bring to the genre which hasn't already been done to death?
Genuine questions, because the only point of interest I can find is the Kong badges.
@Szputnyik50 (and others): there's another entrance to the cave at the far right of the map, beyond the Skelestabs and whatever the other one is, which seems to only require that you be level 17. I haven't yet tested this because I'm still only level 15.
One thing which some game developers get right but most don't is level progression. Don't force us to play through all levels in order and quit if we get stuck on just one of them. Have the first 3 or 4 uncompleted ones be unlocked at any point, so we can skip the one we don't get and keep playing.
Unfortunately the choice of keys means that I can't complete level 4 or so - I need to press up-left-space simultaneously and my cheap keyboard doesn't support it.
Space should be normal fire, not special - or, even better, have autofire. When I replay a level I don't want to sit through the unskippable taunting again. The shop mode is rather poorly explained. There's potential here, and some areas (such as the transitions) are fairly polished, but it could use a lot more polish. Hope you improve on it with a sequel.
Keyboard support would be good. The problem with using a mouse for something like this is that it's too easy to pan to the side, click to power up a special ability, and then discover you were a couple of pixels out of the game and just lost focus. By the time you recover it's a wasted launch.
And with the special abilities: I felt that the double-charge was too complicated. My guess is that your aim is to prevent people switching between 5 different ones and having them all active at once, but when you're only using one you have to wait for the right moment to hold down the mouse button - too early and you don't accomplish anything - and then hold it down until ready to release. I'm sure this could be simplified.
Good for a few games, but two big problems: the AI isn't good enough (6 wins out of 6, never seriously worried about losing a game), and you have to grind for ages to unlock anything.
Why is this listed as a puzzle game? Working out what to do is the easy bit: it's making precisely placed clicks at high speed that's difficult, so it's really an action game.