On the fourth level it's refusing to advance to the second wave, even though I haven't seen a live enemy for a couple of minutes. Hitting a bug which forces me to restart before the game has really got anyway => 1/5.
Most games of this genre have a final level which is a few orders of magnitude harder than everything which went before. This one curved much more smoothly: there were some levels where I had to think, but none which felt unfair, and the final level had a bit of complexity but didn't require pinpoint precision. Thumbs up.
I can't understand why putting spikes in the pit should prevent me from getting the Governor achievement. That's much more frustrating than the usual point-and-click issue of the obvious being disregarded in favour of the obscure (e.g. requiring me to find a length of hose rather than being able to take the axe to the pump and acquire some hose from that).
The fractal maze idea is fun, but the end boss lets the game down. The only reason I didn't give up running around and shooting it is that convention dictates that that's what you do with an end boss - but the same convention also dictates that there should be a power bar or progress meter showing how close it is to dying.
A battle briefing really ought to include the location of the thing you're trying to defend. At present the only way to find out where the enemy will come from and go to seems to be to let them through.
Hadn't played this for almost 3 years. The Settlers level brought back memories of failing many times, but not the key memory of how to succeed. Took about a dozen attempts. The trick is to start by building a tight cluster of reactors and blasters around the city in order to survive when the floods really start. Nothing else seems to be quite fast enough.
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