Intro needs to be snappier and shorter. It droned on for so long I had to hit the skip button. Targetting AI needs work, as previously stated in other comments. 2/5.
After the 10th or so wave, this game quickly becomes a matter of barely getting enough money to pay the repair bills. Aiming with the grenade ready is iffy at best, with my sight straying abnormally on more than one occasion; most likely the input coding needs more polishing. The problem is compounded by an apparent over-reliance on grenades, as the weapons I manage to buy cannot take down the waves fast enough. The delta sniper, while powerful in the first few stages, quickly becomes useless; dying within seconds of the wave starting. The game has potential, but it is mired with balance issues and control input processing bugs. 2/5.
This game was fun up until level 19, where then it all came down to the luck of the cut with the whole rocket-sled thing. An otherwise great game fouled up by broken physics. 3/5.
Apparently the "Up" arrow key activates the doors, so says the Comments, and it did. My rating of 1/5 still stands however for a confusing (and undocumented) control scheme.
First round for the card attempt plays out somewhat well, I blame my lack of skill. Subsequent playthroughs? Lack of a way to exit the effing tower! Unless I am missing something, I can apparently do everything but activating the god forsaken doors. 1/5 for confusing control scheme.
Moving the mouse outside of the game screen freezes control of the paddle, and in a tight situation the last thing you think about is your cursor's vertical orientation. Would be nice if the paddle was controlled via keyboard to work around this issue. 3/5.
I'd rather prefer the FPS be capped at 30 and played back smoothly, rather than having FPS of the mid 40s and 50s and skipping frames every so often. The gameplay is also (inherently) hard on the eyes, but it was at the very least addicting. 3/5.