No instructions present. Relatively easy to figure out after some experimentation, but you should never force players to do that. I would suggest damaging the ball when it hits the walls, rather than instant kill, to encourage players to try harder. Perhaps score them against damage taken?
The interface works well, but there are many inconsistencies. Why, for example, does the alarm level raise when the only guard on screen is the other side of a locked steel bulkhead? Hiding does not seem to work consistently, and could be reexamined. Otherwise, nice concept.
First of all, its a very low grade frogger clone. There is no point copying an old game, if you do not match it for quality. The display gives you three lives, but it is game over after you die twice. There is no random seeding in the logs; they come in a predictable pattern, removing the element of chance. Traffic I would say, moves too slowly, and again, a predictable pattern. Not bad if it is a first attempt at a flash game, but needs much work to be playable.
Confusing controls seem counter intuitive. There is a severe problem with collision detection where it is possible to jump into a death pit then walk along the bottom of the screen, only dying when you meet a wall.
Given the control method's lack of precision, the game is perhaps a little too unforgiving of mistakes. Not allowing any jumping whilst standing under a platform, could do with being rethought.
Good basic concept, the implementation could do with a little more thought. Implement lives, a refresher on the controls would be very handy, and perhaps a damage meter rather than instant death.
Creative take on the concept, with a variety of poses and speeds. I like the little details such as the different type of shoe and the way the podium wobbles if you strike it. As always its the little details that make a game.
59 seconds on first try. Not a bad game. A suggestion would be to make it longer, repeat the minigames in a loop, getting progressively more difficult. However, a very good start
Not a bad take on the shootorials. You have followed them through and added an element of pacing, which improves on the gameplay. Please keep that innovative streak.
Limited ammo which you cannot reload, unlimited enemies, limited health which you cannot regain, and the scoring system favours those who kamikaze the cows early; running out of lives before too many appear. Needs work, more than a bit.
Instructions assume a full screen game. On kongregate, this makes them far too small to read. Some novel tower designs, but entry and exit points are not made clear. Mute control in the bottom right is easy to overlook, but you do have one.
Well, its better than many of the shooting tutorial games. You have essentially followed all of the instructions. However, I would suggest perhaps consulting a dictionary next time you name things. A game is not the same as a chat box, and these little details matter. Otherwise, well done, and look forwards to seeing improvements.
In agreement with Merrik's comment below, why not apply that literally? Put a spin on the board. Could be slow, and increase in speed with time. That way the player would have to remember light colour, and look for where it be?
In my opinion, you are missing too much to be called a game, here. There is no lose condition. With no way to lose, and no way to win, you basically have a toy, not a game.
Your ship has infinite hp. No matter how much damage is done to it, it is not destroyed. There is no score, so you cannot progress. Thus, you are stuck in eternal limbo.