Slight blacksmithing bug: If you have it to auto-guaranteed + level, and run out of cash before reaching the max +, then get the cash and try again, you can fail even though you are guaranteed to get to that + level. (Had it to guaranteed +3, set to autocomplete, ran out of cash at +2, got the cash, clicked the forge button again, item reset to +0).
Selecting units is awkward because they must be reselected after each upgrade, and must be upgraded in real time (how about a pause button to let us upgrade). Players have no way of knowing which unit is selected. Players cannot tell what level a unit in a barrack is without clicking it (no stars or chevrons to show from a glance?) Units are unbalanced. Not being able to heal units except through leveling up makes max-level units a liability, rather than a resource. Staff upgrade text should inform you what starting mana will be. Great idea, especially for something like an iPad, but needs a lot of work on the controls and interface.
Won't be spending any kreds on this unless you can get performance under control. Lagging into a huge army of enemies, then dying before it recognizes my use of a potion, makes the idea of purchasing gold absolutely ridiculous.
Know what would make this even more wonderful, than it already is? Single-comp multiplayer. Also? Fullscreen mode.
But, as far as bugs go: picking a country on one side of the map, then scrolling to the other side and picking a move there, is a total pain in the butt, and only works half of the time. Also, the window for combat has a tendancy to appear in the top-right corner, outside the viewable area, and I have to drag it back in, every time I start a fight.
It's a wonderful Risk-like. Fix a few things, and add in some old-school-style multiplayer, and fullscreen, and it'd be absurd, how good this is. Simple and, if you got it running smooth? It'd be perfect.
A space shooter in which every enemy flies straight forward. This would make their shots easy to dodge, except you're too slow to dodge them. Even if you weren't too slow, you would still be too big. Not only is your ship big, but the collision box is actually larger than the graphic makes it appear. Tons of possible weapons to buy. All of them except two are the exact same weapon. Those two work on only a handful of levels, and only against enemies that don't shoot at you. Health is so abundant that, to save yourself from holding the mouse button down, you might as well just run into everything. Very dull, and the first two levels have the prettiest background anyhow. Skip this game--it's a turd. 1/5.
Pretty enough, but the only thing that kept me playing for three minutes was wondering if, eventually, something would happen that wouldn't make me want to sleep. Then I realized that would not happen, and wondered what kinda autistic people rated this above a 1. Very dull.
Change the reverse button from click, so that removing green blocks and reversing aren't the same button. Why not spacebar?
Add in visual feedback, to let those of us that play muted know when gravity has been reversed.
Considering the processing power of a computer actually is part of making a decent game. This might be fun, in ten years, but the fact that it has absolutely no consideration for hardware, even at the lowest possible settings, makes it crap, right now.
What I enjoy about these games is the hypnotic rhythm that you get into, while playing them. Having to switch to mouse to pick levels and end levels breaks this up. I think that allowing the user to simply press enter or space, once, to progress to the next level would be a worthwhile and simple fix to make the game more enjoyable.