Cheers for the comments.
Quote: "The only thing that bothered me was the canon fire timing is not the same each time you respawn."
This was on my todo list near the end of development but at the time I needed a quick sale and ended up leaving it out. The times in the levels do take into account the randomness of the turrets, but sometimes they can screw you over a bit.
Quote: "I got bored at world 3 because there wasn't enough new stuff, but the stuff that's there already held my attention up until that point."
All I did after that point is increase the difficulty so you didn't miss much.
Quote: "That was great fun! I'm in the same boat as one of the commenters on NG... have a time of 12.12 on level 4-2, but still not fast enough for a 3-box... and the path I took was straight past the turret in the pipeline, not stopping for anything! "
Yeah, I mentioned in my reply on newgrounds that a friend had picked up on this bug moments before release and I forgot to note down what level it was on. It's fixed now and should probably be up tonight with a few other little fixes.
Quote: "Great game, though! I would love to see a sequal to this. "
I already have a big list of things for a sequel(if I do one that is, I have to see how well this game does first and if there is demand for a sequel) the biggest thing I wanted to add into SBB is a level editor but my knowledge of AS3 at the time wasn't great enough to produce something that people would use. The life of this game would be extended ten fold if the players could create some levels for themselves and everyone could rate them. Obviously more obstacles and maybe even some new characters with a different feel to them. I suppose I could even spend a good year on a sequel and create hundreds of levels with a fully functional level editor and try my luck through steam. Who knows, for now though I'm running away to Java for a month or so, turns out flex/AIR is ridiculously slow on Android.