@X-Or: yeah I really goofed on the resolution, but thats what these things are for, learning what does and doesn't work! I had a full screen feature but commented it out and forgot to put it back in. I wish now I had gone with 1024x768 instead of the random 1280x768. Oh well!
Unity actually now natively provides support for 2D (announced at the latest Unite Conference), so its no longer only a 3D game engine :) However, the real reason to use it was for its cross platform abilities. I have only ever worked with an iOS game engine, but I was able to jump into Unity and easily put together a game and release for the web (and every other platform out there). Had I just stuck with what I knew, I would have only been able to make an iOS game, and probably no one would have played it.
I've now ported Save Them to iOS as well, which was very simple with Unity right off the bat. I ended up creating a second image atlas for my graphics to match the iPad resolution (instead of just letting unity scale them), which then required some more tweaking. But initially, it just worked by telling unity to build for iOS. That simplicity is pretty huge when it comes to cross platform development.
And yeah, I agree there's too much randomness in the game. Working on some tweaks for that for a post compo iPad version I'm hoping to release.