But for an interactive game, you sure did make it as user-unfriendly as possible... the mouse-over instruction button was unnesicary, you could have just made an instructions "screen" that you could click to go to... and the user interface of clicky buttons was basically... you get killed, you click "Try once more?", then you kill the enemy. Same every time... no skill involved.
If it were ME making this game, I would have done some sort of "bust-a-groove" style interface, much like the first level of Pimps Quest, where you press one of 'X' amount of buttons according to what shows up on screen. Rather than clicking.
But the graphics were great - the animation was sloppy to compensate, and which, as a Flash artist myself - I definately understand. The more work you spend on graphical content, the less time you have to do the animation, and vice versa - hence the majority of really smooth animations being crappy stick-figure movies. But this was a good concept, well done