PixelSoup asks: "why do they all share the common design aspect of just brutally switching to a fail screen on impact?"
That may be because superimposing writing on the existing game screen is too much effort? ;) Anyway, what's with not being able to preview the thing before reaching the "S"?
Puzzling against the clock sucks. If you want to keep the time factor, make a scoring system that awards points based on time taken, but allow me to take as long as I want and still progress!
Playing teh first few levels, I feel i'm pretty much at the mercy of this game as the obstacles aren't predictable (I do a nice big jump, land on something evil and die??) and the control scheme is hard to get used to (and looks to be carpal tunnel syndrome inducing). It's a shame because the physics are really nice; if this was a "make time & coins" type of game like Cyclomaniacs, it would be as good as that one is.
On the page 20, there are really 18 rectangles (the highest option is 17), and on page 26 there are really 19 triangles (again, that's not an option). I guess we now know who the idiot is.
not polished enough: graphics look second rate, the game is a tad too slow, the fence obscures some squares, mouse controls would really work well (i.e. indicate where to build, and have the farmer path to it automatically), that would also allow more than one builder etc., I want to select/redo levels when I finish one etc. Just make it more appealing all around!