Another thing I've thought of is that it's difficult to get the stuff you want on items sometimes. Some sort of logical arrangement system would work better for crafting. You put stuff in this pattern, and you use these items to get this effect. Kind of like advanced cocktailcrafting in KoL, where certain ingredients influence the stats of the booze in different ways. It'd make it easier to get what you want, equipment-wise.
Needs a much better inventory management system. I hate digging around in the storehouse for stuff; ought to be categorized by type for easier browsing. Also ought to be able to compare with what is equipped at the moment from the storehouse as well. Combat is ridiculously laggy. Finally, resources are too scarce, as has been noted many times.
Chasing the dragon around is severely anti-immersive. As I did that part, I went from being spooked and in awe of the atmosphere and production value to being bored and frustrated. If the character can't die, there's no risk and no reason to care.
Truly an amazing game. Fascinating plot, wonderfully-done atmosphere, perfectly rendered. It's even actually very intuitive, which is rare for such games, in my opinion. I think this is one of maybe three games I have ever given five stars.
Seriously, this needs a minimap. I might be wrong, but I thought that was pretty much a genre standard. If you didn't want to do that, you really should have made the maps for race selection far more detailed. (Starting points, obstacles, narrow sections, etc. marked out.) As it is, this is far too dependent upon reaction time. I'm sure that's great for some players, but it's no so good for others.
It'd be nice if there were a way to actually control more of your microbes. Then the levels where you avoid the white blood cells might be reasonable, rather than a total nuisance.
Combat is ridiculously random. Losing five spitfires because a single ME109 pilot knows how to do a barrel roll and mine don't is totally not cool, especially when everything I have has such a high investment cost.
I agree with the comments that this game is too easy. However, the atmosphere is amazing. I can think of many games which were far harder which I found drastically less exciting.
Now, what exactly is '10% difficulty' supposed to mean? Because without cheating, I've been almost-routinely killed in one or two shots. Is this *supposed* to be impossible without cheats?
Zoomed-out view from the get-go would be very helpful. There's no reason for the view to zoom out gradually, from a gameplay perspective, except to make the first 30,000 feet very frustrating.
Very interesting. I found this by accident and I'm glad I did. I think it's awesome that shooting costs points; it forces one to trade something for being trigger-happy.