> Scores "Cortical layer 3 cell".
> Looks that up.
> Source of corticocortical efferents - which are a major contributor to white matter in the brain.
> I have high-functioning ASD (sensu DSM V. It's called"Aspergers Syndrome" in DSM IV) which stereotypically involves higher white matter: grey matter ratios.
> The abstract and artistic-liberty rich brain cell which I managed to design was thus akin to my own brain cells.
> It is fun to be a brain striving to understand itself.
Some of the images oriented arbitrarily (eg, magnifying glass, glasses) must be oriented to *the same arbitrary angle* in pro mode. One does not memorize the exact off-vertical or off-horizontal position one sees those in unless one is as OCD as me. I expect most users don't work that way. 3/5 stars.
In reality, however, militants rarely waste bullets on a bunch of farmers who don't seem to actually have anything. They aren't worth killing - even from a purely economic perspective. Cityfolk's organs fetch way more on the blackmarket, unless they're a smoker or alcoholic.
The only changes I'd really like to see would be a shortcut from after a run-through to your personal highscores and a way to let go of a sphere without finding another. Badges would be nice, but everyone always whines about those, and I'm not sure how difficult it is to badge a game. The game is definitely still *fun* without them.
Reading through other people's comments, I'm surprised to see most of the negative critique being about the gameplay itself. I actually found the play fairly easy to adjust to. There's room for tweaking - perhaps some short-lived power-ups that you can catch - but overall I found the gameplay really smooth and satisfying. This is a nice, addictive game with short enough runs to fit in any time-slot you need to kill.
Protip: don't forget to regroup/divide/combine your platoons. Experiment around with the interface - just because you're not allowed putting a unit somewhere doesn't mean you can't drag the empty group over it to switch. Just because you can't take a submarine off a transport plane in the middle of the road doesn't mean you can't sell the transport, leaving the submarines behind. Submarines on land really freak the AI out - it perpetually stages for an attack against them which it never actually launches, driving all it's tanks in circles around my sub-terrains so my infantry can take over all his stuff in peace.
It would be nice if units actually retreated when you order them to a fallback position, instead of finishing an attack with a slow 3-frame animation sequence that lasts long enough for the enemy to kill them while all their buddies are retreating like I asked them to.