It's a pretty okay game, and certainly a better version of the original Lupa, if I remember it well. There's a clear goal, a timer, gradual difficulty increase.
And since it seems you'll still be adding new things and improvements judging by the main menu (version 0.1, shop coming soon), it'll get even better. Well done!
As for things you might want to consider:
– Interactive gameplay elements should be distinguishable from the background. Here it sort of blends in. I'd try making the coin and rockets shine more, or have an outline. Before I went fullscreen, my first thought was “a little shark”, not a rocket.
– The player is visible well enough since nothing else is white, although using a plain cube might feel placeholder-ish. Perhaps think about visual style you want to go for, i.e. overall art direction. A fenced grass area evokes a farm or a suburban house, white blocks evoke a heavily stylized game, and rockets warfare or technology. All together, they don't exactly match.
– Regarding jumping, it would be helpful if the cube had a shadow directly underneath, so you can accurately judge your height and tell where you'll land.
– The absence of any sound effects hurts your 'game feel'. You could make picking a coin feel much better if there was a little jingle, perhaps a mild screen shake.
The same goes for a rocket hitting you; now it simply resets the game without much else (e.g. death effect, showing you your coin/score total etc.).
– The game is shown in perspective, but you're not utilizing the perspective for gameplay yet (e.g. by having obstacles, or anything where things can get behind each other). But it makes coins in front harder to see (since you're viewing them from almost the top), and things in the back appear smaller.
– It's always a gamble to go near the edges, as a rocket can spawn anywhere instantly and you can't tell where, so you're betting on being lucky enough for the moment you need to be there. Some games deal with this by showing arrows near the edges a few moments before the spawn happens, or by spawning missiles further from your playable area, so you have always have time to react.
– You can hide the 'Exit' button in a WebGL game, pressing 'Exit' will simply freeze the game until you refresh the page, which seems like a bug, and it's unnecessary to be able to quit a web game when all you need to do is close the entire tab.
– If you use the 'Default' Unity template which adds the bottom fullscreen bar, you need to add +32 to the vertical resolution here on Newgrounds, otherwise, it gets cut off.
– The “Shop” in the main menu hints that you'll perhaps be able to purchase upgrades and other items with collected coins, which would definitely be a huge plus. After that, I wonder what the end goal of the game is supposed to be.
Is it complete X levels? Collect X coins in total? Beat your best score? Make sure the shop items tie into it and help you “get better at it”.
– Also to help you attract more players; one almost guaranteed way to do so is to introduce medals and scoreboards to your game. Medals also help you show what the goal of the game is (there are many players who hunt down games with medals to unlock them all), and scoreboards will give you a simple way to record the best score of players, and have them compete with each other (to some small extent).
See here: https://github.com/PsychoGoldfishNG/NewgroundsIO-Unity
So congratulations on releasing the remastered version, it *is* a pretty big improvement over the original and I hope you'll really get to add the things you wish; so that eventually, we will see the version 1.0 you envision.