Flydrill is the game I've been working on for the past two months. It uses Flixel v1.57.

I've put it online on my site:
Flydrill by axchoExplore an infinite dream world. Survive an endless nightmare. How far can you fly?I'm looking for feedback!
Try it out and let me know what you think. Suggestions and critique
desperately begged for welcome.
INSTRUCTIONSFly to the right!
Tap the arrow keys to flap your wings. Hold the right arrow to drill through walls.
Everything that moves will try to kill you. Try not to let that happen.
And yes, the colors do make a difference.
I've also submitted Flydrill to Kongregate and Newgrounds. The initial Newgrounds launch was marred by bugs that prevented some people from even playing the game - hence the two 0/10 review scores.
However, I've fixed those bugs and
now I know how to integrate the Newgrounds API with a Mochi Live Updates game built with the Flixel engine. Those three sure don't like to play together.

I'll be writing a blog post soon about how to get Flixel and Mochi Live Updates working together, and Mochi Live Updates and the Newgrounds API working together. There's just no information out there on how to do it. I'd be glad to help if you're trying to get Live Updates or NG ads working in your Flixel game - just let me know.

I also made a lot of Flixel extensions, including an input text class that works and renders exactly like an actual Flixel object - because it is. I'd first tried using the FlxInputText class by nitram_cero, but it wasn't appropriate for my needs, rendering as a normal DisplayObject outside Flixels layer system and capturing keyboard input and mouse focus differently. For my input text class, I use FlxG.keys to capture keystrokes, and display it all in a normal FlxText. The blinking cursor is just the '|' character. Let me know if you want me to share the code for this.

I also wrote my own leaderboard interface for
MochiScores, completely in Flixel. That's where I used my custom Flixel input text class. Again, let me know if you want any help with this for your own game. Making an entire leaderboard interface is not a trivial task.
And I made my own graphics for the sharing buttons (Twitter and such) because I didn't like the ones provided. Let me know if you want to use mine! I'd be glad to send you the image files.

If you have a minute, I would be very grateful if you could rate or review Flydrill on Newgrounds and Kongregate:
Play Flydrill on NewgroundsPlay Flydrill on KongregateIt seems to have slipped from view already, and I haven't been getting much feedback anymore.
I'm still making changes though.
A lot of the comments on Kongregate express a desire for things like achievements, upgrades, and levels. Flydrill only has a simple "go right" goal like Canabalt, with high scores. I tend to neglect extra goals like achievements,
but it seems like these "extras" are actually essential to a successful game.
I'm very interested to hear what you've found when it comes to upgrades and achievements and stuff like that, as a developer of Flash games. When are they necessary? How do they affect player retention? How do they affect player enjoyment? What kinds are most important, and most successful? What kinds of games benefit the most from achievements, or from upgrades, or from other things?
I'm realizing that this may be very important...
I have some ideas. I've already implemented the Kongregate API with some interesting statistics like Longest Halo Chain and Most Enemies Killed. I could make achievements around those.
I could also let the player upgrade stats like Wing Span, Drill Speed, and Halo Time, using points they earn somehow.
What do you think of this idea? In addition to the halo tiles, there could also be marked tiles with baby fliers inside. When you drill through them, they break free and flock with you by flapping and gliding. They die on contact with enemies. When you touch a colored portal, all the baby fliers disappear and you get upgrade points for how many you delivered. The more you deliver at once, the more points you get, maybe exponentially.
This sets up a reward for the extra risk of skipping portals while you accumulate a flock. And the fact that blocks are marked means that they can easily be ignored by players who don't want to bother with these upgrade points.
But I'm concerned that this extra complexity will be difficult to convey to players. How to convey that you can drill special tiles to unlock baby fliers? How to show that these moving things will not harm you? How to show that you can deposit baby fliers in portals for points? How to show the accumulated points in the game?
Maybe I don't have to explain all of it. Just make it clear how your points are increased and why, when you drop off fliers in a portal.
Any thoughts? I would really like to get some feedback on this from more experienced developers!

The way I'm thinking about this is that right now Flydrill is very focused on Tactics - that is, moment-to-moment action. Adding points and upgrades to spend them on would add an element of Logistics that is currently missing. And it seems that a lot of players - on Kongregate, especially - are very focused on Logistics-oriented skills. Plus having baby fliers to deal with and guide and protect could lend the game a touch of social emotion and Diplomatic skill that is currently lacking.
(my categorizations here based on reading
21st Century Game Design by Chris Bateman)
I don't know. If you have any insights to share, please, I'm listening.

Thanks.

I <3 Flixel!

If you're thinking that Flydrill looks a lot like Canabalt, you're right - I tried to make the interface design as much like Canabalt as possible. Because Canabalt is the best game ever!

But in Flydrill, your score is measured in millimeters.