Nice idea but it's just too annoying to play. On the first puzzle, I looked around for a bit and the very first thing I wanted to do was give the command "pull this block towards me", which turns out to be impossible. There's no need for separate "look" and "move" modes -- moving the mouse should rotate the view and clicking and dragging should move. That would be simpler and more intuitive.
Something I've not seen mentioned in the comments -- there is warning that a bomb is going to drop. If you hear a clunk, similar to but not the same as the noise of running into a box, it means a bomb will fall on the next building. Sometimes, you won't hear it because of other sound effects or the music. It's easier to hear with headphones than a laptop speaker and one version of this game I played recommended using headphones, anyway, "for maximum awesome" -- I second this.
Awful interface! If you must make me hold something down, make it a key, not the mouse button. But why need to hold anything down at all? Just standing near the person should be enough.
I hate playing games without sound effects but, Christ on a bicycle, one of the the sound effects for the guards is clearly somebody saying "boom", pitch-shifted and with added reverb. First, none of the weapons depicted goes "boom". Second, even if they did, that's possibly the most annoying sound effect in the history of computer games. Well, in the history of computer games this year, at least.
Um. How will closing shipyards prevent the spread of disease? "Health minister! How can we stop people dying of this foul disease?" "Uhhhh, I dunno. How about we stop making ships?"
I don't much like this as it seems rather unforgiving of even seemingly small mistakes. It's hard to give it a rating, as Canabalt was so completely awesome that I'm not sure if I'm just disappointed that this isn't Canabalt. :-)
Mind-numbingly boring, sorry. Unlike the other Toss-the-X games, this one gives you almost no way to make the initial launch more accurate and very little control of the X as it flies through the air. Coupled to that, it glitches like hell and ignores half of my clicks/space-presses so what little control I am supposed to have rarely acts. Crashing through the door removes far too much speed and the game is just a massive grind to get enough horribly expensive upgrades to give enough distance to win. I really can't understand why it's so popular.
Er, guys? Were you not paying attention during school geography lessons or was I not? 'Cos, you see, I never knew India was in Eastern Europe or Saudi Arabia in Central Europe.
A lot of people are complaining about the percentages but they seem OK to me. Remember that with a 3% chance of failure, each individual mission is pretty safe but you still have a 26% chance that one or more will fail if you do ten of them. Once you've done 23 missions at 3%, there's a 50-50 chance that one or more will have failed. At the start of a 10x10 game, there are 90 blocks to scout and, even if they're all 3%, you have a 96% chance of losing one or more of your scouts. That's how probability works.
For people who are complaining about the reports being same-y, the point is that, when you get a report about a block, you can click on that block and set a new task, even while the report is displayed. So, for example, when you get a report that the zombies have been killed, you can click the block and reclaim it. That means you don't leave blocks to get retaken by the zed because you forgot where you killed them. It took me a couple of games to realise this.
Kind of annoying that the sundrops bounce off the pearls but go straight through bonus thingies. OK, now I know that, it's easy to deal with, but you could have told us in the instructions!