Really hard to tell what stats matter and to what extent. The huge crowds of opponents with an inaccurate at best targeting mechanic gets very frustrating. Agreed that arrow keys for movement would be far superior as it's all too easy to charge right up to foes instead of hurling a fireball at them.
While the beat is a bit jaunty for war, it is era appropriate which makes a reasonable selection. Just because the U.S. won historically doesn't mean there wasn't another side, different perspectives are entirely appropriate.
Tricky play, but good design. The main menu music is obnoxious but that's the only bad thing to say. Would be sooo nice to be able to pause, but I suppose that's part of the challenge.
The difficulty gradient is too steep. There isn't enough opportunity to build better weapons. Need either more resource points or slower increase of enemy strength.
The end song is a terrific reward. Not that it's terribly musical, but it's hilarious. Sad that defeating the dragon on day 25 doesn't count as less than 26 though...
The poor lighting scenes are really annoying and kind of painful, bad choice. There shouldn't be more than one object in the scene that qualifies as something on the list. Telling me I'm looking for Nefertiti doesn't help, should at least include 'bust' or 'statue', but really that's a better one for a shadow than named. The "which object completes the set" challenges went on way too long.
The biggest problem with the AI is it seems to have no idea what to do with support units. Sometimes it will create a fleet entirely of ships with no offense. I don't mind winning but it's boring to not have to work for it.
Rather tedious, although it looks good at first. Maybe have different types of ground to mine so that some decisions are involved. Would be nice if upgrading the house meant something (it doesn't seem to).
Interesting feature to have 'money' slowly become available and have some abilities use that mechanic to not permanently cost to use.
The one thing I can see to fix would be the way upgrade node colors are selected. It's a really nice feature to be able to choose which each tower gets, but having to wait for just the perfect timing on the ones with three can be a real pain.
Truly obnoxious how short the time for rebuilding is especially since the pieces are random and it ends the game to not have completely enclosed your area. Too much scrolling is required while in firing mode. Having the different size cannon not be linked makes it nearly pointless to diversify (takes too long to switch between them). There's potential here, but it's not real playable as is. Disappointing after the genius that is Talesworth Adventure.
The fact that boxes like to stick to the tires and follow you back out of the truck is extremely annoying. Nice overall puzzler, even if some of the levels are a bit ridiculous. The magnet is a little inconsistent in how it grabs boxes making some levels more difficult than they need to be.
Well done. Lacks the frustration of most this type of game with tricky aiming.
Love the music. Sometimes just leave it going in the background while I'm doing something else.
Plays like a game that isn't quite done yet. Nice look to the basic components. Needs some map variation and a few additional weapon choices to fill in between the low and high prices.