Well, I think I need to share some of my work, because creating it alone is sometimes drearily . 
For my very first game I’ve chosen very simple concept - an cannon-game where you’re fighting against hordes of angry birds. 
And it going to look pretty like this:
For now I have general game backbone done, but still need to finalize things here and there. Going to update this thread in the making process. Maybe I’ll eventually get all the game workflow done so I could make an pre-alpha gameplay video. 
21.05.2014 update
While there is actually almost nothing new in terms of graphics or overall presentation, I’m working on game logic organization and also implementing google services.
As for those services, it’s pretty nice to see how you could use such things like achievements and leaderboards already coupled with social services in a few lines of code.
Game logic, however, demands A LOT of lines of code, so organizing it well is a key point. I’ve found that a state machine (of what no one was interested) is good at not only implementing some behavioral stuff (what I’ve learned long ago making this live wallpaper), but also at implementing almost all logic at least in my current project. Unit’s behavior? FSM! Game menu? FSM! Game’s current state? FSM! FSM, FSM, FSM! Such a magic thing that makes things work even when you aren’t really expecting them to work at first attempt.
Considering the fact that FSMs could be well expressed with visual flowcharts, and that visual flowcharts will have invariant implementation in code… Hehe.
How do you envision the controls working? click where you want to shoot or move the turret by sliding across?
I assume endless terrain kind of thing? (tank always moves to the right)
Not to be immature but you should have called it shoot the cock
Control is like Angry Birds - you touch/click and pull it opposite side, see the ballistic curve, aim and release. Though you don’t control throw velocity, only angle. Terrain is endless looping, it is actually only graphics, as cannon is in fact static. So it is like Angry Birds kind of shooting in kind of environment something between Flappy Bird and any 2D-scroller.
Basic idea is to have 3 types of enemy (easy, normal and hard in terms of shooting it down) and slowly raising difficulty through gameplay time. They are ramming the tank and when it gets 3 hits it is dead. It is yet to decide if it would be some kind of combos (like shoot more than one target by one shot), bonuses and anything else.
Don’t really understand language ‘features’, is it like ‘shoot the dick’? 
haha
Looks alright. Good luck!
21.05.2014 update
While there is actually almost nothing new in terms of graphics or overall presentation, I’m working on game logic organization and also implementing google services.
As for those services, it’s pretty nice to see how you could use such things like achievements and leaderboards already coupled with social services in a few lines of code.
Game logic, however, demands A LOT of lines of code, so organizing it well is a key point. I’ve found that a state machine (of what no one was interested) is good at not only implementing some behavioral stuff (what I’ve learned long ago making this live wallpaper), but also at implementing almost all logic at least in my current project. Unit’s behavior? FSM! Game menu? FSM! Game’s current state? FSM! FSM, FSM, FSM! Such a magic thing that makes things work even when you aren’t really expecting them to work at first attempt.
Considering the fact that FSMs could be well expressed with visual flowcharts, and that visual flowcharts will have invariant implementation in code… Hehe.
looks solid in the first glance!