Lack of Mouse control is definitely the "stand out" reason that this game doesn't feel as polished as it could for me. I'm an old time gamer who grew up using Q/A/O/P on the Spectrum and have no problem using keys. However you need to research the market more and find out what sells then 'bend' your game design towards the common factors enjoyed by the audience you are aiming for, that is if sales is your goal and not some claim at being "unique". I know it's not easy or cost-effective to spend an extra month working out a robust way to add mouse control that you may not be 100% happy with, but perhaps rather than thinking it's impossible due to the game design, you change the game design a little to make it possible. And I don't mean to sound like I'm having a go but in every post about your game you have put how "original" it is, but the only original thing about it is the control method. There are plenty of 2D top down and Isometric games that have used an abstract directional control method to guide your avatar to some goal, though I concede most of them offer direct control (perhaps because they have their gameplay in other areas than the forced restriction of the direct control they allow over the player character). I'm not saying it's not different to your typical match-3 portal offering but it's very similar to many other (older) games, it gave me a retro feel anyway. I think Arcade town hit on another valid point that because your game (or anyone's game) is accepted on a portal it doesn't validate it's worthiness to anyone. It's the sales figures that count, people putting their money where their mouths are. And to get good sales figures you are going to have to cater to a wider audience. That audience 9 times out of 10 prefer to use the mouse for casual/semi casual gaming and they also enjoy decent levels of polish and higher (and quicker) incentives/rewards in their gaming. Of course you probably consider it too late to do anything else to dynokid (which is something a lot of people desperate to move on to their next game typically think) but once you release a game, if you ever thought it was worth it, then it's worth it to tweak and update as feedback comes in. If you can't then just take all the advice in this thread and apply it to your next game so you don't box yourself into a corner with things like control methods and what have you. Good luck though!