The biggest issue I see here is that the game does not have art. It consists entirely of brightly colored blocks. The iPhone app community likes polished and slick applications, and I'm going to give them jetlag.
So, I've got a choice: serve up jetlag with a blurb about how jetlag is simple and fun and people should look beyond the crude graphics, or serve up jetlag with a basic list of why jetlag is a crude game, and sort of point out why a person might not want to play it. i'll also put similar content in my instructions screen(s). I'm going with option B - the self-effacing game.
So, I need a list of stuff to put in, so I'm asking for help.
The graphics will be rather similar to http://www.playdeez.com/JSJetLag.html, so any statement made about the online version could be made about the iphone version. One main difference is that the web version is 40x30 cells, wheras iphone will be 20x30.
Here we go:
This game is called JetLag.
You to play.
You are the red dot.
You have a tail of yellow dots.
You are falling down a tunnel with blue walls.
Don't touch the blue walls, or the game is over.
You can only move diagonally left and down or right and down, never straight down.
The tunnel is filled with white dots.
Don't touch the white dots, or the game is over.
You gain one point for each white dot you successfully pass without touching it.
Your score is in the upper right.
Your high score is in the upper left.
There are no extra lives.
You to change directions.
There is no pausing your game.
JetLag cannot be won.
The best you can hope for is to last longer before losing.
Perhaps do the same for jetlag. Make the player some kind of little abstract blob with eyes, and have different things as enemies each level "Level 3: Eschew the Echnidas of Ennui".
Also, you need to go back to the old DirectX Jetlag model with all of the little pickups and bonuses. The stripped-to-the-bare-essentials Jetlag really misses something over the old directx one.