@people who feel like they solved only half the puzzles, because they could brute-force some elements: A puzzle should not be not-brute-force-able, just because people who try to brute-force a puzzle will feel left-out on the experience of puzzling if they succeed in their brute-force attempt. There is really no logic to that.
A hint to prevent an easy mistake: you don't need every letter of the alphabet from the picture, so don't try to code it entirely (like I did). The picture is a key to decode/encode. Look for the password first!
(2/2) ...Enemies can shoot before you can hit them, sometimes even before they enter the screen. Bosses start shooting away from you below 50% health?!? Completeness percentage is the actual part, not the percentage. 'Install price' is a dreadful solution for more expensive upgrades, and they can be cheated upon (see comment brrndo). World 6 can't be entered after finishing the game (see every commenter). And I didn't even start about how easy, boring and repetitive it is as you don't need to enter the hangar for 10 levels straight. I really love the Notebook Wars series. I guess that's why this game hurts a bit.
Dear developer. I've collected every issue I could find in the game and in the comments. Please, will you make this game worthy of carrying the Notebook Wars title? Here it goes: Plane does not fly to mouse last known position if cursor goes off-screen but just stops (apparently a fix for going back to the center!). Missile barrage hurts the boss even if stated that it would not. Planes can be bought and used even if it is not unlocked. Drone shoots frozen bullets while game is paused. The first non-boss enemy that aims at you comes not before level 50?...(1/2)
The hardest part of Hard mode is to collect all the moneys. The browser implementation of this phone/tablet game is horrible. The game is not ultimate in any way. The game is bug-ridden. The game is in no way an improvement to the previous games. This game should not be here, it should be in Kongregate's mobile games only. 1/5
Seeing the comments, I think I should be glad to be non-English western European. :) Idea for improvement: a slider that limits the repixelate depth, but only on swiping/dragging. It makes it easier to swipe a large area without losing to much points. I think chucks of 4x4 pixels (depth 6) are often enough to figure it out. So I want to limit my swiping to 16x16 (depth 5) pixels, then click those size 16 blocks to break them in 4 size 4 blocks for extra detail, or change the slider (with my non-mouse hand on the keyboard of course) if I really have to, to swipe for more details.
Oh and stats! We want to see stats! We want to know (and see) which of the following options the lvl7 +21% upgrade means: total = main *1.21 (So, is 21% the total bonus? lvl6 is +23%, so probably not); or total = main * (1.00 + lvl1 + lvl2 + lvl3 + lvl4 + lvl5 + lvl6 + 0.21) (ergo, does the plus refer to the bonus multiplier?); or total = main * lvl1 * lvl2 * ... * 1.21 (Do the bonuses stack? This seems to work for the only figure we can check, the price upgrade). I guess it's the last one, based on the price upgrade and the game progress, but still, we want to see. :)
slice the cake = draw a line with the knife ;) I think I need something from the clock, I haven't unlocked to lower cabine, I do not know what to do with the cat or mouse trap and I don't now if my action on the window did something besides making a noise. Any hints?
Nice game! However, I could too easily manage without buying the launcher upgrades one by one. Because of that, I could skip upgrades maybe too easily. After level 15 you already have the PFG-9K, which wins the game, but then you have to play 5 more levels more (without getting new enemies?). The game-play felt a bit sluggish, the story was weird and the ending was abrupt. But I really liked the launcher system! I would like to see stats. How much damage do my bullets do, what does critical hit mean (double damage?), what is the chance of shooting crit, what's the damage of the launcher (base damage and upgrade multiplier), etc. I want to know what I am spending the money on. ;) A lot room for improvement, but a very good game!
I don't get why people are complaining about the lack of tutorial. Take one minute to look at the game in action: You see a number decreasing while the drawn tentacle grows. You see the relation between the (increase or decrease of) the numbers on both ends of the connection, and where you cut a connection. You see "energy bolts" passing through the connection, changing the number on the other side. You see large centres have more energy bolts as smaller centres. This is already plenty information to play the game. Then you get a bit frustrated over losing a centre, so you look at what happens when you lose a centre as you did, and then you do not have to wonder anymore why the AI cuts its connections before it loses a connection. Then you have all the information needed to win the game! Yay! I guess discovering the mechanics is part of the game. Sorry if I ruined that.
I like that you cannot just get all the benefits of every hull at the same time. I do miss a gem market. I'm not even close from upgrading everything to the max, but minus 100 blue gems for turbo charge, I already have got all gems needed for all future upgrades on all tiers of equipment (not incl. candy drill), while I still need 900 plasma and 130.000 materials to complete the Hornet Hull alone.