Well, having almost a nonillion watts is great...

...but I think it's high time I finally bring everything to the end it so rightly deserves.

. . . uh-oh.

This isn't good. This isn't even distasteful. This is genuinely just nothing.
You've mapped out a whole village, a whole countryside, and do nothing with it. You've crammed every high-LOD model you own into a space only a few square meters wide, which makes the initial start-up stutter like crazy. The girl's not even tied up—no one's forcing her to do this; she's wholly resigned to her fate of being popped like a wine cork.
For the uncompressed size of it (nearly 2GB? really?), you could've had the girl be forced to walk throughout town, flanked by a couple of guards while villagers pelt her with fruit or something (maybe a stamina meter where if she gets hit too often, she stumbles). Maybe she tries to slow down and delay fate, and the guards shove her forward or stab her with spears... or there could be windows or forked paths where she could try to make a run for her life, trying to catch her with nets or bolas. At least some interactivity would've been preferable to this... two-button slideshow.
It's a fun little puzzle game, I'll give it that. The character is cute, and the clothes aren't so expensive that you have to play for hours to unlock any one thing. And I appreciate that the 'HELP' button isn't given to you automatically, isn't immediately spam-able for easy clears, and deducts coins from your final tally after you use it. Simple in execution, but with plenty of room to grow should you choose to.
I like the idea of an exhibitionism game where public nudity is normalized, but the changing of clothes and/or erotic actions are penalized.
Maybe the other items could have effects on her as well—the alcohol makes her appear more brash and self-confident, and the remote (could be a vibrator remote) makes her look more embarrassed and flushed. And of course, clicking is analogous to masturbation, using your choice of whatever items you bought and based on the number of levels in each item you bought:
I said in my own reply that it would be nice to be able to customize the pieces of the cheerleader wardrobe, like being able to wear the skirt with no panties, or a top with no bra... but even just other simple styles of clothes would be good to have (not necessarily partially stripped variations of each, unless you yourself wanted them), things like:
Solid game with decent execution, and the art for the character is absolutely great. Though I'm always a little annoyed when a game only has one set of controls (my left arrow key sometimes doesn't register unless I press super hard); the ability to customize controls, or simply switch between certain presets, would always be nice to have.
For updates to this game, it's already really great, though it might be fun just to have the ability to alter the cheerleader to our liking (e.g.: skirt with no panties, top with no bra), or simply just have the option to unlock new attire that might be unconventional by beating harder levels—classic and/or reverse bunny suit(s), schoolgirl uniforms, lacy lingerie, fursuit pieces (paw gloves and shoes, mascot heads or ear headbands), meme outfits like virgin killer sweaters, etc...?
To that end, though, I can absolutely envision a sequel that takes this concept to its logical extreme in the far future—instead of just doing nine pre-defined poses and dodging "bad" squares, what if you could control each arm separately, but also each leg as well? Instead of an avoidance game (though you could probably still have elements of it there), what if the goal was to have the character mimic certain cheerleading poses as shown by an instructor (who also gets progressively more naked as you beat levels)? And yeah, while that would be a lot of work both in programming and artistry on a far grander scale, I can only imagine the possibilities where you're able to incorporate handstands, cartwheels, or even (jumping) splits and bends into the most unique routine possible. Though that might be something that's beyond the scope of pure 2D drawings; you'd probably have to go into the 3D space to get that kind of dynamism and fluidity.
For a game called "Fast Clear", it is agonizingly slow. Your avatar moves at a snail's pace, and at the same time, your targeting reticle whips around like it's on cocaine; I think my cm/360 (camera movement rate) is like... 2 on my mouse's lowest DPI setting. I move less than an inch, and my camera whips around like I snapped my neck.
Worse still, it can take anywhere from one to a dozen shots for a target to be destroyed, and it's completely random. In the first maze-like level, I had to get up onto the barrel and unload into the target six times to register a hit; meanwhile, I can shoot at a massive target halfway across the map a single time and get a hit marker. It's wildly inconsistent, and I'm not sure if that's by accident or by design.
Oh, right, and the stairs... could've just been a shallow incline, but no, you modeled every stair such that the player has to spam Jump to ascend to the next floor. My laptop keyboard's already starting to go, and I fear my Spacebar may be next.
I think I managed to fail the fastest.
Did you know that if you clip the exact corner of a platform while in freefall, you just stop dead in your tracks and cannot move in any direction? And if you don't have an ability to save you, like, say... at the start of the bounce pad levels, you're functionally softlocked, because the game lacks any form of 'reset' button!

Because, for better or for worse, now I know that.
Short game, but certainly a lot of fun. The first thing I tried was seeing if you could stack bombs for bigger jumps, which I see actually is a required mechanic partway through "Spike Hell", which is nice. Makes speedrunning the game a sure possibility. (Also, there's a mechanic where you can fire a rocket off in mid-air to gain momentum opposite to where you shot, but only once before you need to touch the ground again; made skipping parts of Spike Hell quite easy.)
Like one of the other posters, I wouldn't mind a few extra features—some that are more QOL, or just to make the game a little more interesting, or even to give the giantess characters some additional life.
I think you've got the base of a solid game already, but there's so many ways you could advance and improve upon it. I'll be looking forward to seeing where the final product ends up.
Definitely looks like a nice proof-of-concept game, one I'm eagerly looking forward to seeing more of. The only issue is that when you lose cursor lock on the WebGL version, there's no way to get it back, otherwise I had no issues with the browser version to speak of (aside from the personal annoyance of the player character being a smidge too slow for my taste).
I would maybe like to see other bondage materials, like gear that counts for the strength of two bindings—armbinders for the arms, hobble skirts for the legs, maybe hoods for the head (and alternatives of each: box-binders. And perhaps a more difficult variant of the lasso, like a cross strap, that hogties the target when thrown, but keeps the player's arms and legs bound with cuffs if they manage to wriggle free. Then maybe you could up the "game over" limit to five before escape becomes impossible from a hogtie.
Of course, I could be asking a little too much. Surely you have your own plans in mind for the game. But what I see here so far is the start of potentially something amazing.
I think the game would be a lot better if the frog moved a little bit faster or had stronger gravity toward the paddles. It's too easy to accidentally activate a special mode by collecting hearts or hitting triggers, and then not be able to do anything because the frog is almost floating in the middle of the board. It feels like I spend 90% of the game just waiting to press a paddle button.
Just gave it a try, and I like it a bit better now! There's no longer so much of a disconnect between click and attack, which feels really satisfying. And though the Fireball range can still be a little inconsistent, at least it no longer stops directly in front of you, making it a great utility for clearing distant hordes while the Thunder Strikes prioritize close-range.
All in all, I think you nailed it with this revision.
Short but sweet. The game plays well enough without any issues, though my only complaint would be with the basic attack itself—if it had a snappier response time between clicking and casting, or if you could just hold LMB and fire without clicking manually each time, that'd be great. It only becomes annoying when you try to cast your Level 2 and 3 spell(s), but have so many basic attack inputs buffered that they never come out.
Also, the Fireball ultimate's range is a bit... inconsistent. Sometimes it will fly several meters ahead; sometimes it'll just stop right in front of your character. It's a great and powerful attack, but it never seems to go exactly where you want it.
It'd be great if there was a way to cycle through or select images to display without spending unnecessary currency, or having a purchase overwrite the current image. Not like it's hard to acquire currency; it's just the principle of matters. If I unlock an image, I'd like to be able to see it for more than five seconds.
Definitely an interesting concept, and I love the young Baba art you've got here... but I don't know how I feel about the whole "potion-making" system you have set up. I understand it's probably set up that way so you don't just blitz through a single song and get every expansion level all at once, but it's more frustrating than challenging. And once you've gotten all the upgrades, there's no way to go back and enjoy a lesser level of the expansion(s). I feel like there's a slight missed opportunity there, especially with the minor amount of interactivity on the song select menu. (Speaking of, why does Baba's arm and even her hat's rear brim have a clickable interaction, but not her dick?)
Never figured I'd be learning morse code from ponies, yet here we are. Only a couple of small problems.
The game is a good idea in theory, but the execution definitely needs work.
Well, "hard" mode certainly lives up to its name. It takes at least fifty presents at any stage of that difficulty for the side panel to start opening up and revealing the character underneath. Not to mention that the amount of coal that drops at that difficulty level is like an avalanche at times, and the side panel starts to retract if you don't score quickly enough. I did manage to beat "medium", though, which is still more of a challenge than "easy" by all metrics, but "hard"? Nothin' doin'.
The character in the side panel is cute, if nothing else. I have an old MLP OC with similar colors (though they're a slightly lighter shade of blue). Shame that the endings of the different difficulties are practically the same. I would've liked to see alternative art for the extra effort expended. (Cute cage on Rudolph in the group pic at the end, though.) And maybe it'd be fun to have the side panel change a little based on difficulty—"easy" is as normal; "medium" throws a cage on the cutie and some jingle-bell cuffs; and maybe "hard" throws on an armbinder and a gag of some kind? (I just really like bondage, and the added difficulty would certainly fit the motif.)
Hey, maybe code your game in such a way that the "lose a block" modifier doesn't trigger when you only have a 1-wide block to balance? The game's effectively softlocked now, and my only option is losing against my will.
Would at least be nicer if the catgirls you unlocked were usable as avatars on the game page, but I guess even that's too much to ask.
Same deal, also on Wave 16: one of the goblins kinda spazzed out as they were spawning and flew off the top of the map.
Also, if one of the grey(?) goblins steals your fighters, you can place another in their spot and effectively double- or even triple-stack them.
HA! Caught one of the little bastards in the act on Wave 2...6, I wanna say?

The leftmost pins on board 4 are spaced too close to the edge of the play area. I just had a match where (at least) three balls got stuck at different levels. Otherwise, fun little time-waster of a game.
The customization options were also a very welcome addition. Made a cute goth-leaning mermaid (purple hair, black lips, red eyes) with a skin / tan scheme that made her tits look just the slightest bit abused. (I especially like how she looks in the 'dawn' and 'night' lighting schemes.


59 items to unlock, but only 58 levels. Seems like a pretty glaring oversight, if you ask me. Thankfully, you posted a helpful code elsewhere in the comments for people to use.
Amazingly, the game got more and more intuitive as time went on. It became less about actually checking words against one another for matching letters, and just looking for patterns, i.e.: if there are four words with '-AI-' in a level, odds are the right word is one of those.
And surprisingly, the six-letter puzzles are some of the easiest; for example, if you see something like "RESORT / REPORT" or "MASTER / MATTER" or "BUTTER / BETTER" in your level, it's practically a guaranteed 50/50. I went from insanely frustrated and not understanding anything at Level 13, to instinctively beating puzzles in ten seconds or less by the 40s and 50s.
Not sure I'll waste the time farming coins and picking colors (especially since that's mostly limited to clothing items), but I like where I'm at now.

EDIT: Neeeever mind! You get 30 free coins upon unlocking everything. How generous of you.

Definitely a good game, one that should be expanded upon.
Wouldn't so much mind additional characters, but I think Lila, the one you've got there, is cute enough on her own that simple variant outfits would probably serve the game better (maybe unlocked via total score instead of needing to pay a currency for them, or just beating certain songs at given ranks). My only gripe with the AI art is the inconsistent line weight between the stages of undress. That's probably where a commissioned artist would have a leg up.
The timing of the beats of the songs can feel a little... off at times, especially when you get strings of several of the same symbol in a row. On songs like 'Hypnodancer' with a lot of variation and constant switch, it seems fine, though. Maybe I just suck at keeping track of multiple things in the same line, I'm not sure.
Okay, after, like... ten minutes of trial and error, I finally get it. All horizontally aligned sections are considered "targets", which can also be "trapped" areas. Nothing in the game tells you this (I see ten individual segments, so it's natural to think a "trap" would have to be in only one of those ten segments, not a given horizontal row), and it's entirely luck-based if you draw the exact cards you need.
I've also had several rounds now where I wasn't drawing any "candle" cards and had three 1-target "rope" cards... so I threw away the one that I thought it was least likely to be. And wouldn't you know it, the next candle card I drew said I THREW AWAY THE WRONG CARD ON A 1/3 CHANCE, and the only other cards that could hit the same spot would also hit a ward. If that happens, congratulations; you're irrevocably fucked.
If there's one two things I've learned playing this game: 1) 3-target "rope" cards are almost always useless; and 2) there is never a reason to discard "candles". (There's a third thing, but I'm keeping that a secret. Y'all will probably discover it by accident anyway.)
FASTEST CLEAR TIME: 69 54s
[Slight spoilers ahead] I love the "David and Goliath"-style character dynamic, but I feel like the order of events is a little weird. Three normal "dress-break" phases, then a top-down dodging phase, then a single extra break phase. It feels asymmetrical, like there should be more after the dodging portion, or the dodging portion should start one phase sooner. I was disappointed when the nipple covers were revealed, but the game suddenly stopped. So much erotic potential there.
I'd like to see this get revisited in the future, when your 3D skills have improved to your satisfaction. It would be fun to see this with additional dress-break phases, maybe other obstacles to dodge or even character attacks to avoid, and alternate costumes. And maybe, if you break the mural girl's clothes, parts of her start to break out of and escape the wall, and beating the game makes her a full-fledged human (giant or not).