Playing this game has resulted in a headache
While I agree with MagicalSarai on the positive components of this game, there are some things that I found particularly annoying.
The blue tars, while having "less" health than the others, move at a rate faster than is necessary for the game. In other words, while they have less health, they are still a smidge too fast, making them one of the most unbalanced aspect of the game.
My recommendation would be to either give the blues far less health, or slow them down a tad. Since they are still BARELY faster than the others, I would think the former may solve the problem.
I always found myself budgeting an unreasonably large portion of my flowers to blues, simply because they got to the water before I could kill them. It wasn't that they were too fast, but that IT WAS DIFFICULT TO KILL THEM IN THE TIME GIVEN. That's the main point, hence the caps.
Another interesting thing about this game was the behavior of the flowers. Much like any childhood swing set, it was an interesting combination of intuitive combat and just plain skull-fuckery. It was very frustrating to watch flowers I had released slowly bore an enemy to death, but quickly jump onto the next enemy (who, by this time had reached the water and had no hope of being killed) and attempt to cluster-fuck him to death.
I can see how this could incorporate into strategy: focus on one of the type on the screen, and your flowers will become much more focused once that one's dead. But the short life span of the flowers nipped this tactic in the bud...pardon the pun.
Overall, I found myself continually cursing when I failed, but at the controls that seemed to sabotage my efforts, rather than at the tars themselves.
Still, throughout the frustration, I enjoyed the concept of the game, even if there were some flaws. Well done. 7/10 3/5