The good: Fantastic strategy required, a very well designed logic game.
The bad: If you're red-green color blind like I am, you won't be able to tell the difference between the yellow and green squares, or the blue and purple, making an already challenging game extremely frustrating.
Upgrades shouldn't reduce your income.... got to the first upgrade for regular snowflakes, went from 100% chance ever second (average 1 snowflake/second) to 20% chance every 1/2 second (average 0.4 snowflakes/second).
Recent design updates feel like shameless cash grabs. Remaining time has jumped from weeks to months, many levels away from where I need to be.... at the same we can now spend K points on diamonds to speed things up?
Kill the last enemy. Lose the ability to move your character. Get hit by enemy's bullets because you can't move. Lose out on stars because you go below 70% health. Horrid oversight in game design, shows very little playtesting or attention. Combine that with needing to use the mouse both to pick up the coins and to move, and... 3/5.
Improvements, in my opinion, from the first:
1) Not flash. Very smooth gameplay, right-clicking possible.
2) Gorgeous gameplay, good level design.
3) Alternate costumes, alternate choices of sub-weapons.
Things I feel are missing that were in the first:
1) Character progression. I love upgrades, and the item shop here doesn't quite qualify.
2) Bombs are inherently bad here? If you use one you lose your perfect credit, so why have them? Might as well categorize them with the cheats.
Fun game.... I agree that it feels a bit short to have premium content, but what's here is definitely enjoyable, if a bit on the easy side for my tastes. (I played the first 3 levels once on the default, once on level 7, then did every level on 10 first try.... which is a little of bit of repeating early on for gold/xp, but not so much that I feel like it should make the rest of the game so readily doable on the highest difficulty). Still, I'll rate 5/5 simply for the the fact that it was enjoyable enough for me to come back and finish after dinner :)
So... I got downvoted because I didn't like the objectives forcing me into things I wouldn't have otherwise bought? Interesting.... I had given the game 4/5 stars anyways, apparently expressing your opinion isn't welcome. Perhaps I should have given the game a 1/5 and not commented? Maybe people would have liked that better...
Decent idle game, neat concept and application. Would be better if I didn't keep running into objectives that forced me to do things I didn't want to do yet. Objective: 9.92n^3 manual power, 298 auto power. Current: 6.75n^3 manual power (after buying 4 upgrades solely for this objective), 1.17n^3 auto power >.>
Neat concept, but the lack of a fast forward button, the inherent speed of the game, and the annoyance of the initial conversation turned me off. Didn't give it a poor rating though... those who aren't bothered by such things would probably enjoy it, I am just not one of them.
Not a bad concept.... feels very similar to old-school heroes of might and magic. However, if you want to make a strategy game, the player has to be able to make choices; lack of control over my units causes the game to be not about strategy or tactics, but about "buy all the units, hope they don't get themselves killed."
Can't reset trap talent points. Must pickup money. Cannon upgrades are either overpriced or terribly designed, such that only the first and last cannons are worth getting ever. Ship upgrades are meaningless since you have to avoid all damage to get a good score. Final boss completely invalidates any other strategies, since it's about the only thing that is challenging. Neat idea, nice enough graphics, but the game itself is sorely lacking.
I see lots of people downrated my comment.... any specific reasons why the game might have strategic options I'm not seeing? I'm a good part of the way through the game now, and literally every single level has had a blatantly obvious strategy that has worked perfectly. Limiting options limits choices, which limits available strategies.
Feels better than the first, but ultimately suffers the same failure as the first: Limiting tower choice by terrain eliminates a huge amount of strategy, because good position outweighs good tower choice 95% of the time.
3/5; very nice design baseline, but including challenges that force you to literally do nothing but watch is poor design to begin with, making them luck based on top of that (time-based challenge with poor AI targeting) is just compounds the problem.
4/5, very well built game. Only reason I don't give the full 5 here is the lack of options on game controls (specifically, the lack of an option for an inverted camera; I absolutely loathe non-inverted camera, and it makes any kind of combat obnoxious)
I'll also add that it should be far more obvious when you take damage; with no sound or visual to accompany it, and with the regeneration perk (needed for all achievements), I would sometimes finish a level only to discover that I had in fact taken a hit, and just not known about it because it was weak, there was no sound/visual effect, and I regenerated the damage before I saw it.
Fixed