Gameplay Tests

I've been working on updating AdventureCreator to allow more interaction in my games. I've uploaded a series of tests of this new code here:
https://rapidshare.com/files/795254902/ ... yTests.zip
This isn't a game. It's just a series of test cases. There's no story, and the graphics are things I ripped from existing gifs (and the ripping process reduced their quality).
I'm looking for a few things here:
1) General impressions of this direction. Would a Keeley-like game with this kind of interaction be more or less fun?
2) I'd like to hear how they work on a variety of browsers. I use IE9, and I bang my head against #!$^ Firefox, but I haven't tested this on any other browsers. I'd like to hear if they work elsewhere. I'd especially like to hear what happens on non-HTML5 capable browsers (ie8 or earlier, etc). I know the sound in test 8 won't work, but I'm hoping the rest of the tests do.
3) While I'm really testing the capabilities of the code I wrote, if you have thoughts on what's good and bad, I'm all ears. For instance, the diagonal movement test is there to test diagonal movement, but it's pretty clear from using it that diagonal movement isn't actually something I should use.
4) I'm also interested in a conversation on the pros and cons of showing the cursor when not over the image. I hide it over the image (if that doesn't happen, I definitely want to know more about your browser, because I had to hack it to get %$#! Firefox to work) but show it when it's not on the image. Is that the right thing to do, or should I hide it everywhere? The tradeoff for everywhere is that I can't really tell you to click the image to continue if you can't tell if your cursor is on the image or not. So I'd need to make it advance automatically. But I suspect that people want to play at their own pace and not advance until they're ready. Which is better?
Things I already know so the feedback isn't necessary:
1) You don't need to tell me the graphics are lower quality than the originals in LWK and GtkC. I know. Don't worry, if we make a real game with this, I'll unleash the full graphical power of Phreaky on the images.
2) You don't need to tell me that some of the movements didn't seem perfectly appropriate for the animations. I know.
3) You don't need to tell me that the sounds don't work in Firefox. Unlike every other modern browser in the world, Firefox has chosen not to support MP3s. We haven't had sound in our last three games because I was waiting for those people to fix their damn browser. I'm done waiting. I'll test my games in Firefox, but I'm not going to keep crippling the rest of the world for it. So, if you choose to use Firefox, the game will work but it'll be silent. If the neo-hippies at Mozzilla get their collective heads out of their nether regions and start supporting industry standards like MP3, then sound will start working there too. If this seems harsher than it should, you haven't seen how much time I've wasted trying to get my code to work on that garbage browser.
Tlaero
https://rapidshare.com/files/795254902/ ... yTests.zip
This isn't a game. It's just a series of test cases. There's no story, and the graphics are things I ripped from existing gifs (and the ripping process reduced their quality).
I'm looking for a few things here:
1) General impressions of this direction. Would a Keeley-like game with this kind of interaction be more or less fun?
2) I'd like to hear how they work on a variety of browsers. I use IE9, and I bang my head against #!$^ Firefox, but I haven't tested this on any other browsers. I'd like to hear if they work elsewhere. I'd especially like to hear what happens on non-HTML5 capable browsers (ie8 or earlier, etc). I know the sound in test 8 won't work, but I'm hoping the rest of the tests do.
3) While I'm really testing the capabilities of the code I wrote, if you have thoughts on what's good and bad, I'm all ears. For instance, the diagonal movement test is there to test diagonal movement, but it's pretty clear from using it that diagonal movement isn't actually something I should use.
4) I'm also interested in a conversation on the pros and cons of showing the cursor when not over the image. I hide it over the image (if that doesn't happen, I definitely want to know more about your browser, because I had to hack it to get %$#! Firefox to work) but show it when it's not on the image. Is that the right thing to do, or should I hide it everywhere? The tradeoff for everywhere is that I can't really tell you to click the image to continue if you can't tell if your cursor is on the image or not. So I'd need to make it advance automatically. But I suspect that people want to play at their own pace and not advance until they're ready. Which is better?
Things I already know so the feedback isn't necessary:
1) You don't need to tell me the graphics are lower quality than the originals in LWK and GtkC. I know. Don't worry, if we make a real game with this, I'll unleash the full graphical power of Phreaky on the images.
2) You don't need to tell me that some of the movements didn't seem perfectly appropriate for the animations. I know.
3) You don't need to tell me that the sounds don't work in Firefox. Unlike every other modern browser in the world, Firefox has chosen not to support MP3s. We haven't had sound in our last three games because I was waiting for those people to fix their damn browser. I'm done waiting. I'll test my games in Firefox, but I'm not going to keep crippling the rest of the world for it. So, if you choose to use Firefox, the game will work but it'll be silent. If the neo-hippies at Mozzilla get their collective heads out of their nether regions and start supporting industry standards like MP3, then sound will start working there too. If this seems harsher than it should, you haven't seen how much time I've wasted trying to get my code to work on that garbage browser.
Tlaero