YSK that spell specific enemies or blockades are actually only determined by the spell currently equipped, and not by the spell used against them. So, if you wanted to, you could, say, fire a fireball at a rock enemy and change it to spire right before the spell makes contact to damage the enemy with an alternate spell.
Gregatron is both the hardest to control and the most rewarding. You can jump and do back flips on flat surfaces! He's the most maneuverable, but the most sensitively controlled. If you get good with him, you'll finish first every time.
I discovered an amazing captain trap! I's love to share it but I don't know how. It kills captains fast and traps them in a small area. Use a pitfall with three blocks in between the upwards firing tree with triggers set. I just can't describe the rest, so I made a notepad diagram.
oonewline
o8X8 onewline
..*.Hnewline
*J****newline
Where o, 8, and * are boxes in respective positions,
X is the pitfall,
J is the tree,
and H is a swing that shoots left
(delete the [newline] after pasting in notepad to see the diagram)
Use at the top of the map past your rows of 8X8X8X where 8 is trigger and x is hot coals so nothing is left but captains and this should kill them. I'm very sorry if this is confusing. I'm trying very hard to propose this idea, but the way comments are transformed from the point they are written to how they are posted is hard to work around.
For those of you complaining about us complaining about the absence of hotkeys:
First off... really?
Secondly, What if we use laptops or have horrible mouse-lag? How is this fair for us? The creator didn't add hotkeys because he was lazy, he's just acting like such because he didn't want to. If he wanted to allow laptop users to enjoy his game, he would have added hotkeys, but he didn't.
I absolutely hate the plot. After watching the exposition, I nearly cringed at all the flaws in the logic of the game. I enjoyed the game, but the plot was pathetic. The asteroid's nonexistent shock, which would have destroyed a massive area and the bullet-proof aliens that we kill with the same ammunition that they're invincible against. The nuke doesn't wipe out everything near the base along with the base itself, we take the long way to the base that remained intact after an asteroid and a nuke, and to top it all off, why do we kill the boss with bullets that shouldn't effect him at all before using the poison that will inevitably kill the boss?
Regardless of how little replay value this game has, it's incredibly fun. Once you get gold on everything without messing up once, you start trying slightly more challenging games.