I'm pretty sure my dad isn't an ancient Roman senator, and I'm also pretty sure you couldn't hide him inside a fist-sized fusebox on the side of a house.
I just realized you also ripped off Tough Growth, and managed to both exacerbate literally all of its flaws and remove many of its better features (like seeing when enemies have an attack queued, or disabling the screen shake on a precision mouse game).
There's some very...generous hit detection going on here. The random spawns are prone to screwing you, particularly when the pink triangles or orange spread shots are involved. Blue homing shots should probably disappear when they go off the edge -- their arcs are far too wide to reasonably keep herded onscreen, and many levels have far too many of them to reasonably keep track of if they go out of sight.
In the levels with two mowers, the R button brings both of them backward one square even if only one of them actually moved. Not sure if that's intentional.
Once more, you've come up with a genuinely fun and interesting gimmick for a game, but then the game ends in like five minutes because there aren't any levels to use it. You seriously need to pick one of these games and just make a decent-sized pack of levels for it, because this ADHD design mentality feels like such a waste of good mechanics.
The last set of secret levels is just idiotic. The minecart already has erratic momentum and demands near pixel perfect jumps in places -- adding balls that swing toward you, timed by the total duration of the level is something you just can't reasonably react to or even pace yourself to line up properly.
There are a lot of good ideas here, but as I said before there's little consistency and scaling, and some of the more physics-based ideas (mine cart) are far too erratic. Ice controls were awful, especially because it also messed with your aerial momentum -- which in turn meant it was borderline impossible to get into some of those 2-height tunnels. Also some levels have pits that are impossible to escape from or die in, such as H 003.
Something's wrong with the counting. The records in the top left show 53 levels and 50 trophies completed, but walking through the level select clearly shows 49 of each.
Yeah there's no consistency to difficulty. The first level set starts right off with pixel-perfect jumps, but I tried a few of the later ones and they were actually easier.
Way to make another mathematically impossible sliding block puzzle. Maybe study that category of puzzles before making one, or at least playtest the one you upload.
I have to wonder if your games came about because your roommate was playing one of the Top10NewGames escapes and said "man, this is the laziest, most nonsensical puzzle game ever", and you were like "hold my beer".
The clue inside the log (which you slice open with a tool completely inappropriate for the job, natch) has literally no bearing on the up-down sequence, no matter what zigzag order you read it in.
You really need to pick one of these games and just make more levels. All of them kind of have the same problem where 3/4 of the game is just introducing bare mechanics, but you only have one or two levels that actually use them in any complex and interesting manner.
It's neither. FFS the first gate opens just by having the flashlight in place and the clock open -- both clues are completely meaningless, just open and close the keypad. There's a circular panel in the third screen with no indication of how to open it and no feedback on its visible controls. The graphics are all reused assets that aren't even adjusted for context. Several images are in completely different resolutions, opened cubbyholes overlay awkwardly onto flat surfaces, and several objects like the cabinet and rocks in the second screen have other things next to them when zoomed in that weren't present beforehand. It's just a lazy cookie cutter game to feed the developer advertising money.
Have to agree with the other comment. Literally every level after the first one was more about pixel-perfect timing of midair collisions than anything resembling a puzzle.
Now I can't unsee it :/