This one's a strong contender! The learning curve on the pounce mechanic is helped out by an easy-to-understand navigation control.
I had to play a second time to remember what game I was reviewing, and that's when I noticed the performance issues. Your likely problem is having too many collision boxes. In a vacuum, these are the most computationally expensive object that you can have in your game. The good news is that you only add one at a time.
Try giving Astar a 100x100 set of points to travel to. That thing grows exponentially in terms of computation cost.