GW works because of its visuals. I don't think you're going to be able to do the warping background grid in flash, so it's better to drop the static white thing and work on pumping up your other visuals. The basic green squares are very hard to see, the classic Asteroids triangle and simple line shot is uninspiring, and you really, really *need* a proper mouse cursor. Also, what's with the weird super-long load time?
The design problem with all pool/golf/puck/whatever games is how much visual help should be given to the player - this one gives very little, and predictably all the players (myself included) think it's too hard. But if, say, the path indicator was simply a line extending in the direction of your shot all the way off the board, I think this game would be too easy. I'm not sure what the balance is, or if there is one. A shame, because this is some pretty flash.
This is a cute game and would make great mindless fun... if the play control was tight. It's not, so it's just frustrating. And the Mochi leaderboard sucks.
On a longer, more successful second play, I'm bumping this to four stars. The initial curve is still a little too difficult, and then at high levels the HP gradient actually lessens while the interest you're earning on the money trivializes... well, everything. Ultimately, not worth a lot of replays, simply because there's not enough depth: only four useful late-game towers (maybe five), which have only three levels each, and then it's just fill-the-map time. Look at Onslaught's combos - that's about the only solution.
The game is functional and looks good, but there are massive balance issues here. Air waves horribly burden tower layouts, money is too scarce, and overall it's "just another tower defense game". Don't get me wrong - I like TD. But making a standout TD game requires a lot of underlying math and planning, particularly in the rigid context of pathed creeps.
Nifty, but you have to put mouse support in or it's pointless. Breakout/pong games can not adequately be controlled from the keyboard. And mark the stage exits. Just an arrow or something.