-1 for no hotkey reset key (R would be nice). Shame that it almost starts off with silly timing puzzles which, for games of this genre, are typically relegated to the "medium" and higher tiered levels.
I want to like it but there's too many problems: Final level does not scale in difficulty. The game goes from relatively easy challenges to extremely difficult. I often don't mind that so much except the other compounding problem is that re-playability is actively deterred by offering diminishing returns on prestige (aka money to buy upgrades) from replaying previous levels. Also, weapons should be more easily identifiable in the selection boxes when building tanks. The shape of the icons only goes so far. 2/5 and I genuinely hope the developer revisits this game as I find the build and release strategy quite enjoyable.
Don't like it. the line between gliding and out of control is too thin. Besides, a keyboard interface is always a determent to racing games as you must have an analog accelerator to make it any fun.
Very unfun game. Perceived control of the fish is virtually non-existant. Fly power doesn't seem to make much of a difference. Way too difficult on the "easy" stages. 1/5 only because there's no 0
The taunt / moral mechanic in this game is broke. Too much is emphasized on the taunt so much so that an army that has an overwhelming majority on the field could be neutralized with two or three taunts from the other side. If you must leave this in, perhaps the effect of the taunt should be weighted with the total army strength of each side. Basically, taunts from stronger armies should finish off weakened armies. Taunts from weaker armies should have very little consequence to the stronger.
Right, I like the idea of level modifiers like "sudden death". But it's frustrating as H*## when a loss comes while attacking an opponent's building that results in a fraction of a second turn over in possession. You've got to put a small timeout in there to make that mode enjoyable.