Main problems are balance. Normal enemies are way too weak: they die before you notice them most of the time, you can just ignore their fire, and even colliding with them is barely noteworthy. On the other hand, minibosses start out with really high health! Maybe you could have them ramp up a bit slower. I love the powerups, but to be honest, I would not have bothered to play through even the first miniboss without the shield powerup. Collect shield, collide with boss, watch their health disappear, :D
I don't understand where this game got all its ratings from? Also, not really "creative concept". This game is pretty much the same as Dog With Balloons, except I prefer Dog With Balloons because it has a dog, and balloons.
Even though this isn't adventurously different from the shootorials, it shouws a lot of promise. The things I would suggest you consider (although maybe you won't bother with after the competition is over) are: sameness of the game; no reason for player to stop hugging left hand side; stat for highest multiplier reached and time survived.
Enemy stuff is very well done. Extra +1 to rating because you used something other than space for shoot key. I can move diagonally and shoot at the same time, yay.
What the hell? I didn't even realise that the extra ball carried over to the next level. So basically, on endurance mode, if you get an extra ball, you are going to die. You just are.
Reducing my 2/5 rating to 1/5.
It's a decent enough game, actually. It makes me sad that people (like imbored) are taking one look at it and throwing it away.
So I'm rating it 5/5 to combat their ignorance. :D
"Hmm, People don't seem to get that losing health when you shoot is an important game element."
Obviously not important enough to mention in the instructions.
Buy only artillery. Make good use of birds where possible, but if in doubt fire a whole bunch of artillery. You can afford to. It's cheaper to artillery shell a single blob than to let it touch your ship and disappear, even discounting the damage it does to you.
Problem with this game is it can only get easier the longer you play it. I got a large score then killed myself because otherwise I'd be playing forever. If you implement an upgrade system, you also need to implement difficulty increases.
Otherwise, pretty good game. Some issues with the upgrade screen: you can move about and get powerups, heal yourself, and the enemy timer keeps ticking, so after you close the upgrade screen a bunch of enemies come at you at once.
None of the problems in the comments from v2 and v1 have been fixed. It's still too slow (look at my comment on v2 for help with that). When you press the keyboard buttons the drums don't light up for some reason. It still screws up when you hold down a button. The answer to this isn't "don't hold the button down". Also, at some point you should make it so it feels like it has a purpose. What about recording and playback? What about musical notation? What about emulating a given beat or track as closely as possible?
You keep adding more sounds and even more bizarre key assignments for how to create them, but the important things haven't been addressed.