By the time you've upgraded your weapons most of the way to the max, the game has become "Dodge the red stuff while trying not to look at the screen because it'll give you an epileptic fit."
Oh great. Another platformer where you walk to the edge of a platform, hit jump as you reach it and nothing effing happens. Why, oh why, do so many games get that simple little thing wrong?
I don't get it. Specifically, I don't get why somebody would put in the time it takes to write a roguelike RPG and then not actually let anyone play it. Maybe there is a point and I'm completely missing it...
Absolutely beautiful, especially with the Cage-like soundtrack. It's a shame that the Christmas tree puzzle is rather out of place as it's orders of magnitude harder than anything else in the game. The skip button for that is a welcome addition but it would be better to design a new puzzle that better fits the context.
I like the way the characters have different abilities and so on but they have too much momentum, which makes the controls awkward. There's nothing wrong with making a game challenging but it should be done by level design, not by making the controls hard to use.
I think the secret of levelling up is to fly in a spiral around the centre. The difficulty of your opponents seems to be based on the distance from the centre so if you only move away from it slowly, the enemies don't get much more difficult. Once you've maxed out your ship (or think you have) then you can fly off into the distance looking for the big badass.
Another thing this game needs (and this one's in the sequel, too) is a progress meter. It seems like ages since I leveled up -- is that because I'm maxed out or because I'm taking too much damage? If I am maxed out, then gaaaaaah, they chose a really bad ship for the "best" one. One bullet plus one bomb sucks since it's hard to aim the bullet and the bomb moves slower than the ships so can't be targeted. You just have to fire with the bullet and hope you'll get lucky and have some dumbass enemy fly into one of your bombs. I much prefered the triple shots (either parallel or in-line).
So, earlier I complained about the lack of a mute button. It turns out that there is one; it's just not accessible while you're playing. From the main menu, you can separately mute the music and/or the sound effects. Hooray!
This game needs: a pause button, a mute button, a map, repeating weapons, choice of upgrades... All of those were implemented in the sequel so it's a shame Kong chose to put the badge of the day on this version.
I'm bored. What's the point of enemies who think so long between aiming and shooting that you can just walk out of the way? And, hey, even if you don't, you can walk faster than their "speeding" bullets anyway.
Needs a mute button to kill the music, though "music" is a fairly generous term for the endlessly tedious repetition of the same few notes. No, I will not turn off my computer's sound: I want to hear my mail and IM notifications, thank you very much.
Poor gameplay. The difficulty curve is all wrong. Any level with a DNA fragment is trivial because you can just eat it and wipe out all the viruses; the other levels are also easy as the viruses barely move. But then the boss is practically impossible -- moving quickly and killing you quickly. And, biologically, it's nonsense. Viruses are much, much smaller than bacteria but, in the game, bacteria are little dots and viruses are the size of coins.
Cute but really poor gameplay. I got to level 5 just by picking a lauch angle and clicking as fast as I could; then I got bored and my wrist started to hurt from all the clicking so I gave up. I'm not sure if my strategy would have won the game, as more and more bad guys were getting through but it still got me a long way. Good games don't let you get very far by random clicking -- you should require some sort of skill to progress.
Are all you guys who're asking for the location of "the last journal shred" and "the last mushroom" serious? How are we supposed to know which ones you're missing?
This is a great game except that it's completely ruined by the final boss. Seriously, dude, what were you thinking? Did you somehow imagine that inducing the player to rage quit is a good thing?
I'm pretty sure you can't.