A lot of potential. Other than the frequently noted issues, the fact that everything on the island will randomly attack my pet and lock me in place is really frustrating. Usually the locked issue is a series of popups telling me something that really can wait until I'm not in combat.
Not a bad start. Not being able to have an "all or nothing" throttle does seem to get in the way though. The glide ratio of a brick might need a bit of adjusting too.
The rule on building sites is based on the number of mines you have (and where they are) placed. There is a bar at the top of the playfield (green L-R is yours, blue R-L is the comp's). As you build more mines you can build farther out.
The headshot thing seems to not repeat. However.... it is still more frustrating than hard. Every time the gun is empty it takes 5 seconds to reload and everything rushes the castle. I know it's hard to make a polished, balanced game in Flash, but I do keep waiting for someone to figure out how to make it do it anyway.
Nothing fun about the first level being so very hard. 10-15 headshots to dispatch a single foe? Reloading takes, well, forever... I really try to learn and like this game, but it is fighting me at every turn.
antidestablishmentarianism isn't about people, but the removal of State support of a church. http://dictionary.reference.com/browse/antidisestablishmentarianism (Not that it's important, but how often can one actually use that word in a sentence?)
Lots of potential here. But *there's always something* -- you can't deselect units; you can't move the whole group after some unknown number; it would be nice, though not as important, to be able to repair units rather than rebuilding.
Fun, most of the time. The puzzle part works well to figure out how to do things. Having a group of bears, but no weapons that hurt them, knocks it dows a lot.
Just to help with a rule of algebra: [] or {} are treated the same as () but make reading them easier when they are nested ( except, of course when dealing with matricies or sets )