Good job with this game - especially for your first flash game! I'm impressed with all the animation and stylistic things you've done. Sometimes I lose my crosshairs - it would help if they flashed or stood out a bit more. Personally, I'd prefer less blood; but you definitely did a good job with motion (for blood, ammunition, zombies collapsing, and the wall degrading).
I don't know if badges are the developer's domain - I received a Survivor badge after dying and before I'd beaten the game (although I since have beaten it). After clicking "retry", I began the level again (day 2) - but my character was still dead and firing did nothing except lose ammo. Intentionally dying this time on day 1, I'm alive and everything works as it should.
Also, it's a good tension between wanting to stockpile lots of flowers and needing to use them before they "expire". I tend to stockpile resources, so it's a different skill for me learning to distribute them without going overboard. It's led to quite a bit of frustration, but I don't see it as a flaw in the game design. I'd probably also enjoy this game more if I weren't working so hard to get the badges. ;)
This is quite an innovative game. Both the controls and the game idea are fairly distinctive, although the underlying philosophy is an old one. Congrats for daring to try something out :) However, the controls are a little cumbersome - maybe just for me since I'm using a laptop trackpad - and it's hard to plan your flowers for the next tars without any notion of what will show up next. A "next tars" feature would be really great, although maybe that would make it too simple? It would certainly help you to plan your level and flower use better.
The levels within each world seem to become much the same. There is considerable variation between the worlds, and each gets progressively more difficult - commendable. However, the game seems to become monotonous on the whole after sitting through several rounds of the same thing with little variation in the player's ability to act on the environment, the character's environment, and the challenges in it. The minigames to proceed to the next world are quite creative and of a good length - not so long that it gets frustrating, but not too short to deny the player a sense of achievement.
As an aside, since I don't know if this is the game developer's arena - I would like to see a counter for items out of total for the badge. It's hard to work towards an anonymous goal.
I like the concept, but to me, the execution seems a little funny - sometimes I'll click and drag near me, and the anomaly will pop up somewhere else entirely (mind you, even when I'm pointing it at walls and ground). Also, there's something odd with the timer, as I don't know why I should get 12.8 seconds in the first stage when I did it in about four. This is a good idea, and playing with gravity is always a fantastic thing, but I'd like a little bit more sharpness and clarity in the execution.