An object in motion stays in motion unless outside forces act upon it. Friction is an outside force. The problem is it doesn't act upon it. Now get it fixed. :P
The idea is good, the execution is terrible. When casting a spell, it's also considered as a move command for the units selected. Standard move command, however, does not force my units to attack. Which means they'll get chopped to death while I'm casting spells. Deselect doesn't work, I've pressed esc multiple times, and it never deselected my units, so I had to do the last two maps 7-8 times because my brilliant plan caused my units to go and suicide.
Using y or z for a static keybind is a bad idea, since the location of those keys is the most varied, I really had to take an unnatural hand pose to play until I decided to switch to english layout. Concept is good though, however powerups are bland, unoriginal, which in turn makes it just another boring platformer. 3/5.
Let's see... 1) The difficulty ramp is non-existant, each level you get an extra enemy, big deal, there's no point having a tactic for that. 2) There is no sense of upgrade, you can take your starting pistol and gather cash until you get the best weapon, getting any of the rest is just a waste of cash. 3) Bullet spread is just WTF, if the crosshair still for 10 seconds, even a nicotine and alcohol deprived chainsmoking alcoholic can shoot one bullet right where he's aiming. -- Nice try mate but I'm gonna have to go ahead and give you an 1/5.
Item names should be shown when I hover over them, not when I click on them.
There's no hint whatsoever if the screen moves when I click somewhere.
There's no hint whatsoever if an actual item will do something if I click on it, that's not "making it harder", that's "making it frustrating".
Inventory is drag'n'drop.
1/5.