I have to agree completely with MordredofFairy. I loved the first version of this game, if I remember right it felt more like interactive art. I see some great new ideas (different stroke direction etc.) but poor execution. I'd rather play 2x as many levels that were half the length. There's really no point to a ~7 min level that is broken up into little segments anyway.
You can get the Shot Through the Heart Badge by dealing 600 damage very easily with the Piercing arrow if you aim so that the arc goes through multiple enemies heads. I did 2478 dmg in one shot on level 7 as they crested over the far hill.
Ok, maybe I missed something in the game (I didn't hunt through all the instructions before playing) but it wasn't until I read these comments that I learned you can MOVE the hero, and the point is to capture the flag. ... AFTER 7 levels of ungodly amounts of clicking.
@mobbarley I don't think thats a bug, I think you get rewarded every time all the pieces PERFECTLY BALANCE still. You can sometimes save your self by adding several pieces rapidly, but at the cost of the bonus pts. Adds a great dynamic to the game.
I think when you hit "share" it creates a code for exactly what you have on the board then. So, everybody that is like "whoa, my creation is like, soooo awesome" is actually sending a code for the stationary/wiggly crap left over at the end. :-/ bad design. So make sure you click share and make a code BEFORE you kick it off.
Aside from that the level goals are so specific that you don't really have any freedom anyway. There may be 36 different places you can put your 1 starter cell, but because of the symmetry, there might really only be 3 unique results.
That said, sandbox mode is pretty sweet. This is really a toy with a game attached.