Go find "Gyruss" - best experienced on MAME with the original rom. And then try writing this again. Kinda interesting idea here, but the control needs to be tighter and mob entry handled smoother.
A decent little game, could use a bit more polish. A recent numbers table is traditional, and you really should have an odds/payout table available. When the player wins, announce it onscreen, along with the amount won.
Smooth, but there's not much there there. If the only difference from level to level is moving the recharge farther away and sending more enemies, the base gameplay needs to be more compelling. Powerups? Wave bosses? Getting tangled in your own energy cable? Whatever.
This has a good level of polish (though the music loop needs to be longer). What it doesn't have is much fun. Bomberman works because it gets so *busy*. Big chains of bombs, lots of powerups, a generally more-aggressive level goal. Simply clearing blocks is drudgery, particularly when you have to do it one. block. at. a. time.
Very nice. Add more modes, maybe reduce the amount of velocity you can put on the throw so the game becomes a bit more about lobbing than just pegging at the pile.
This is very pretty, very smooth, and unlike the others I think the difficulty is good or maybe just a little low - certainly it should ramp up perceptibly as you progress... You're missing one of two things in this game - score and goal. It's just dodge dodge absorb dodge, with no end. You can do that, but then there needs to be score kept. Alternatively, make different modes or scenarios, and keep track of the player's progress through them. Without either of those, this is a toy rather than a game.
For what it is, this is a classic. Difficulty is a bit low, but those powerups are truly inspired. More of everything would be better, of course, but it is complete and sufficient as it stands. (J, who the hell cares about a pause?)
I didn't want to do a remake of gyruss. This game is exactly as I intended. No re-write required.