Almost a game.
The graphics are great, especially the photographs and the 3D effect on the title screen. But since everyone knows good graphics don't mean anything unless the gameplay is there, let's take a look at the gameplay here.
You've basically got no control whatsoever over where the ball goes. At first I thought it was the lag that was fouling my timing with the power-meter (It freezes for a splut second every time the music loops) but after a while the truth became clear: You can click on the exact same spot with the exact same ammount of force ten times in a row, and the ball will sail off in ten completely different directions, and arc at ten different angles.
Do real-life athletes really have so little control over their kicks? And if so, why the hell do we bother to cheer for anybody? Because apparently the entire game is a roll of the dice and has nothing to do with skill.
I guess this is supposed to be like one of those video games they have in bars. You know the kind I'm talking about. Everyone's reflexes are shot, perception is skewed and judgement is impaired. Under those circumstances, any game with titties and randomness becomes a quarter-muncher, even if the gameplay is so bad that same game wouldn't be able to show its face in a real arcade.
So yeah, I hope you had fun doing the photo-shoot, and I hope meeting the Dallas Cowboys Cheerleaders was your only goal when creating this game, because nothing else of interest was accomplished here.
Oh, you want to improve it? Reduce or eliminate the randomness of which way the ball goes when you kick it. That's called "giving the player agency." It means when the player does somehting, he gets predictable results based on his input. Oh, you say the game's too easy to beat without randomness? Then add a skill-based challenge to it. Make the targets in the field goal move around. (Not randomly, in a pattern.) Or add football players who attempt to block your shot, or something like that.
Your goal as a game designer is to place meaningful obstacles in the player's path which can be overcome with skill, planning, or reflexes. Luck is the worst possible way to add "challenge" to a game. Because it doesn't really make the game more challenging. It just means you need to do it over and over again until you randomly succeeed.
That's not a video game. That's Candyland.
Better luck next time.