Too hard, and then too easy
The first half of my playing experience sounded like this:
"Until the smiley moves? Moves somewhere in particular? Get smiley to the end of what? What am I meant to be doing? CLICK + SPACE KEY to grow? Do you mean SHIFT + CLICK to grow?"
The second half of my playing experience, once I watched some of the walk-through for clues sounded like this:
"That faint white square is where I'm meant to be going? It looks just like the background! No, there has to be more to it than that. Okay, so this game is easy. Really easy. Like there isn't actually a challenge. I know these games are supposed to be time wasters, but..."
So there's been a growing school of thought amongst Flash Game designers that games have to centre around some Unique Game Mechanic. Unfortunately this game proves that unique core mechanics, while helpful, are not enough. It's like a movie with good CGI, but without a story.
I'm not saying games need story, they all have different needs. This one needed a mixture of a sharper learning curve, better instructions, smarter level design, and more game elements. And, you know, story never hurts. Never. Even if it's just getting a Golden Idol down safely like in Totem Destroyer. That's something relatable, rather than abstract - like a smiling hexagonal.
The only puzzle this game has to offer is how to play the damn thing. How's that for feedback? Sorry Nick.
Good luck with your zombie game.