This game is... really boring. It's kinda odd how you say this is cross platform without the need for plug-ins yet my browser asked permission to use a unity plug-in.
I don't think you manage player expectations that well. You say it's like Space Invaders from the Alien's point of view, but then it's not like that. Then you say you want to make something innovative and not retro. By the way, it IS possible to be retro and innovative.
The music tried to be all mysterious and alien and cool, but it just comes off as boring and lifeless. While I think it's cool you can use a touch screen and a mouse for the same game, the User Interface has a big problem.
That X in the pause menu wasn't intuitive to me, and I clicked it out of curiosity. Sent me back to the menu and wasted my progress. Made me kind of want some text to appear when I hovered over it, but I guess that's personal.
The controls felt painfully unresponsive. Sometimes he would shoot and sometimes he wouldn't. After messing around, I found that you gain the the ability to shoot after the last shot hits a target. So it IS like space invaders but not at all... It's infuriating to shoot between 2 buildings and have to wait for it to hit the ground. Since it IS tougher to shoot between then, why couldn't you do something cool with that? Shoot down the middle 2 or 3 times and both the buildings collapse, but in the meantime, make sure they don't hit you on your way down. Or you could have this shave off 1 floor from both the buildings...
The aesthetics and visual style don't do anything for me. There seems to be a LOT of gradient here. Why?... I thought that was bad for frame rates.
The displayed frame rate goes all over the place, but hovers below 30 fps. Like 24. Frame rate fluctuations can kill a game like this that requires precision. If you're going to make the buildings so square, then why not use pixels? It might work to mix that with vector trees. I get that you think the technical side is so important because you're a developer (and it kinda is), but the people don't care that much.
When you said it was reverse Space Invaders, I thought I should focus on the sides so they don't move down so quick. Silly me. There is a technical quirk that gives a sliver of strategy.
When a building goes down (after it's animation), it checks if there are any more buildings and if not, you win. If you take out 2 buildings in a row, it's the 1st that confirms the win, so you land quicker. I try to focus on the buildings farthest to the right. Otherwise, I drop down before I win and I lose points.
For a strategy game, there isn't much strategy. You can buy shields at the end of the level... but the price goes up every level. And I get bigger and bigger packs of money per level. That means buy ALL the shields you can because your money is about to be worthless. Why would I ever sell a shield? If the price went up and down, then there'd be a reason. Buy cheap, and sell when it's expensive. Like a stock market game. But no.
It'd be awesome to get more alien pods to shoot with you so you can grow up to be space invaders. (Could my frame rate handle that?) When you win a level and land to make a new alien base, you could buy more aliens (I guess you would actually just make more but whatever).
The game gets kinda tough, but not really fun. No power ups, no alien buddies, nothing to change the game play. No progression, except the linear progression in the useless monetary system. No really fun building designs or different building types. Why can't I shoot down a hot dog stand? No humor. No over the top action stuff. The level design doesn't have any good psychology behind it. And the only narrative the levels have is that jerk move when there's a high building right when you start and there's no way you can reliably hit it. ...What is this supposed to be?
I don't think you made a beloved game here. You just made an engine. And this proof of concept proves it works.
I think of Graphics and the technical side of things like an empty container. You fill it with aesthetics. Aesthetics (what you DO with the graphics) is what people want. The more graphics you have the more Aesthetics you can fit in there. But the empty space in the container is bad. This game feels empty.
I hope you can use the engine to make a truly wonderful game.
But this game... at least it was entertaining for more than 5 minutes.
Wait... This isn't your first game or first set of games? According to your account, you've been making games since 2006. You seem to like making games with terrible controls and slow frame rates. Controls are important to me, so I guess I'm not going to like the next game you make.
If you make the frame rate half of what it was before, can't you just double the movement speed? Your pacing in general needs work. Here's a video that might help.
http://youtu.be/5LScL4CWe5E
(The games I looked at from you are Castle Knight, Spud in the Sea, Gario and Bario Brothers, Nerd Zero, Pocket Fighter Tournament, SquirrelFartyPants, Squirrel and friends, Rhinoball, and MatrixOverloaded.)
The laser sound in this game isn't an awful sound affect, and that's good. Try making an engine where players can do more than 1 thing at a time. (Like moving forward and punching, or moving forward and shooting.)
Ya know, your weird Mario clone would be much better if you either made the frame rate higher or made the movement variables bigger. Is that why this game implies an obsession with frame rate? The frame rate isn't the goal. The goal is the good game play and the frame rate got in the way of that. Please be aware of that. It IS possible for Flash to detect RIGHT and UP at the same time. I've done that before In ActionScript2.0
Hopefully something I said was helpful...