Developing an educational game requires a balance of both knowledge and fun. A game overflowing with knowledge and not enough play leads to a boring product. Too much play and too little knowledge defeats the purpose. With multiple gameplays within the game, I will rate the experiences individually.
Carnival Scene
The carnival scene consisted of mainly creating buttons and pixel art. I believe placements of the booths could be better, but the game plan was constantly shifted while features were axed and added. Therefore, it's always good to be prepared to adapt and make quick changes.
Legend of Phil Helios
This is a platformer game with powerups and an infinite loop. Creating the looping platform mechanic was the most difficult because I didn't foresee how the colliders would interact when the player approached the cloud from both above and below. I'd advise more algorithm planning and researching colliders before delving into platform mechanics such as cloud jumping. Other than that, the UI and powerups were fun and easy to implement.
Chem Trivia
This was the first game that I prototyped and it took only a day. Much of the code was recycled from previous projects since the logic was rather simple. I highly recommend recycling code as much as possible since it saves time and resources. The user interface was tricky at first but I eventually figured it out after a couple sketch iterations and referencing other game trivia UI.
Bohr's Bounty
As a simple aim game, I believe this is the more monotone game of the attractions. I would improve on the gameplay by adding objects to avoid hitting and make the targets more easily viewable.
Micro-Ship
This game was an action-packed shooter game combined with some microscopic management of the cell organelles. To spice up the game play, I would add more variety in enemy AI behavior and strengths in future games like this one.
Miscellaneous
Definitely would add more decorations and smaller attractions. These take a lot of time because of the art-to-code ratio. I'd suggest one never attempt to make a lot of these without a partner or team who can help with the creative aspects of the game.