Decent concept, but I gave it 3/5 for mediocre gameplay and terrible instructions; and then I got to (trying to) save it. Ye gods. It demands 10M just to save one slot, and it grinds at it for, well, I left it for about an hour and it didn't finish, left it overnight and my browser had halted it for me. Truly craptastic. 1/5 unless the save gets fixed.
I didn't see a pattern on the boss, but I did notice one key thing: he only eats fairyflies that you've picked up, *not* ones that are still floating there.
It's certainly frustrating that there's no way to tell, say, the THELs to attack the motherships while the pulsers hit the small fry, but the #1 thing that I'd change, actually, is that after a level is failed I'd like to be able to still look at what was there so I can plan my next attempt.
This game is seriously poorly designed. It doesn't give you access to the stats you need to be managing, it doesn't tell you what you've turned on/off unless you click on every single thing, it's extremely sensitive to singleton values ("1 healthy", sure), and I'm pretty sure it's buggy as well, though it's hard to be positive without fully understanding the underlying model. Also, it's dreadfully slow.
Level 26 would be entertainingly frustrating, rather than stupidly annoying, if I had any way of indicating which thing I want to pick up. Especially since you need to to it at such high speed, apparently.
Nice game, and the difficulty is just about right. My only complaint is that it's hard to get full information about what you just did—like just how far or how long you went. Also, you can't find out what achievements are left on the buying screen and you can't find out what day it is on the select-a-ramp screen. And you can't see the max levels of your current glider on the select-a-ramp screen either.
Oh, and the height achievements seem to be calibrated weirdly; I definitely didn't get to 225ft on the last ramp but I did get the award.
Man, I missed beating level 10 by six points. And, the badge lies: it doesn't just require _completing_ the level, it seems to require _beating_ all ten levels.
Is there any way to make the archers not completely lame? I thought maybe upgrading the wall so they could stand on it, but they still seem to be standing just behind the gate and shooting over the wall.
I think the difficulty ramp is too steep; I had no problems getting through the first eight levels on the first or second try, then suddently level nine is nearly impossible, even after maxing out everything.
Confusing bug on the worm screen: if you pick up the mint leaf, you can then blow on the root and the worm pops out, and you can grab the maraca nut, but you can't actually progress yet.
I guess this is a bug, but it's frustrating that mousing over a unit to see its stats doesn't always work. It doesn't even usually work. Makes it hard to figure out how your guys are doing and what the other guys are up to.