When I first saw this appear in the search list I was annoyed. Eventually I got curious and clicked it wondering how stupid it would be. Then I was a little surprised that it isn't an insult game and that it is actually marginally fun. Now, after reading your comments I love your attitude and I am pleased.
I agree, either add a button to fire the beam or make the beam unable to kill the fuel. I prefer the button method, perhaps space to fire the beam or something.
Its weird, not only will the game not load past the initial menus, but the congregate chat won't connect and shows the red-colored disconnected icon in the corner. However the chat works fine in other games.
Scraping bullets is moving extremely close to them. You will know you are scraping when you have little dots streaming off of you which are the color of the projectile you are scraping.
It isn't a World of Goo rip-off, it is a World of Goo clone or copy. It is different in some ways and adapted for flash, but the creator clearly states that he had permission by the creator of World of Goo.
Interesting concept, but too easy and too simple. As hellsdottir mentioned, you can easily defeat any base or opponent by staying at long range, strafing, and shooting. There is tactics in what order you attack the targets in, but for the most part, you don't want to stop attacking. While you can try to defend your bases, it is usually wasted effort as any shots that miss you will likely hit the base you are defending.
I agree with some previous posters that this game does have similarities with bubble tanks. Bubble tanks also has the same issues this does, but worse, so in other words, I do like this better than Bubble Tanks. ;)
I agree that the ship movement AI has issues. For example, when ordering ships near a planet to attack a building near them at the planet, some of the ships will head straight for it and some will waste time circumnavigating the planet before firing. The ship limit is somewhat annoying, but I can understand with flash performance limitations. Also, the game is waaaaay to easy for me. A difficulty option could help, though the skirmish option satisfies my desire for difficulty somewhat. Finally, the ships need balance. Part of the reason this is so easy is just how good artillery ships are. Their only weakness is stealth ships and those can be shot as they are created. Sure, artillery ships tend to not fight unless directly ordered, but if you micromanage them, they can kill anything.
The graphics are cool and it has an interesting style to it. It would make a good flash animation clip, but as a game it has almost nothing to it. Sadly, I value content and gameplay in a game far more than everything else.
I agree with edmund2, there should be enemies that can handle lasers. Every elevator with a laser is an elevator you really don't need to worry about. Even worse, you can add blast cannons and power up the lasers to make them unnecessarily better. The hard part is just surviving until you can afford them, but it still isn't that hard unless you buy nothing.
Gregor can also be beaten easily (though it is a longer fight) by keeping his focus at zero. He needs just a few points of focus to apply his regeneration, so just place a full four disrupts (lvl 2/2) on your wheel and use it every turn. It is up to your friends to fight and heal, but if they are close to death, I recommend crystallizing Gregor so you can heal them. Just make sure you drain his focus by disrupting him before he gets a turn again.
@Kazuth How is my reasoning flawed? Excluding new weapons, all other characters earn 3 to each stat per level plus 3 that the player assigns, thus a max of 6 in their attack stat. (12 bonus damage) Rogues earn the same stat bonuses, but since they get boosted from str and dex, they get a max of 9 in their attack stats. (18 bonus damage) What you may be missing is about the "each stat" part. I'm not sure if you noticed, but every level you get 3 to each stat and that is before you put your bonus points in. Watch your stats as you go down a floor, they change without you changing them.
Yes, rogues need to be toned down a little. They have the hide double damage which can be exploited well if you have four that move at close to the same speed. They also have the more powerful ability to use their dexterity and their strength for weapons. All others get 2 extra points of damage for every str, dex, or int. Rogues get 2 extra points of damage for every str AND dex. Since all characters get 3 points to every stat each level, rogues deal lots more damage than any other character later in the game. Combine that with the hide tactic and you can usually one-hit enemies on the hardest setting.
Thanks, good to hear that you're pleased by my sense of humor:)