The game is nice, but because of flawed economy - 4/5. It's like, you go but some rum (or other stuff) for generic price, and go to another city: "Hey, pal, we actually have a lot of rum here. But well, one doesn't refuse rum!" So you sell rum for the same generic price and reenter that city, and guess what? "Ye, capt'n, we kinda have lots of rum, are you willing to buy it for lower price?" Well, sure, why not. Then go to previous town you brought rum from. "Hey, buddy, we're out of rum? Maybe you have few spare barrels in yer cargo?" The point is, price doesn't go back to normal - it's again lower than generic price. So, after reentering the city rum isn't necessary here again. Thus, rinse and repeat until you make a fortune.
Gladly, I found this "bug" only later in game, so I could enjoy it, but it still could use some balancing.
That's all.
Shotgun is actually bugged - if you fire any weapon via holding left button and then immediately switch to shotgun (using Q key), you'll have stogun fully charged. So, with pistol-shotgun combination you can dial quite awesome damage against crowd.
Meh... Recharge time is intended for burst attacks, like Matt's and Natalie's - instead of holding fire butoon, tap it with a liitle interval and you'll get a spectacular attack covering almost all screen...
Yeah, the game and its concept are great and it's interesting to play, but on the later levels game becomes very easy (like in VERY EASY) and not challenging at all. Like Jade said Entropy just makes the difference between player and AI. Add to all of this invulnerability of Wild Cat (with 4 Vigor attributes = 20 and high parry opponents barely give hero a scratch). And if (really rarely) don't die from Entropy, there is always Conflagration hidden in the sleave. But, in truth, difficulties disappear with Thunderclap (100% rate of stun for 3/4/5 turn - there is no problems anymore with 1-2 enemies). So, my point is that game (or Wild Cats specifically, because I didn't try other 2 paths yet) is too much offbalanced (or more like difficulty option should be implemented - now it's at level 1 of 4). Really, main boss should die the next second the battle started... So, for now only 4/5.
Don't know really. I almost feel like letting you keep that one :)