Loved the game, wasn't fond of the azureIQ player pack. In general, any level that is impossible to solve without either luck or trial and error is bad design (my opinion). However, as that's a player pack and not the core content of the game, it's not enough for me to downrate the game as a whole.
A few more critiques. The Enemy Seeking "upgrade" on the Quicksilver gun seems worthless; it's target acquisition seems entirely random. Combined with its relatively slow rate of seeking, it causes me to miss more often then it actually causes me to hit when I wouldn't have otherwise. Some of the abilities are poorly worded; the plastic shield comes to mind. It says "Nullifies any damage taken every 4th second". That would mean it flashes a shield and nullifies any damage taken while the shield holds every 4 seconds (marginally useful). Its actual functionality is to negate any incoming attack at any time, save that once it activates it cannot activate again for four seconds. The challenge to kill enemies with reflected damage is irritating; it turned out to not be that hard, because apparently when you shield yourself with barrier or plastic shield damage is still reflected, but I didn't know that for a long time because reflected damage doesn't get floating combat text (it should).
Good concept, flawed execution. Controls are imprecise at best. Teleporters give no indication of connecting points, meaning that you cannot just look at a puzzle and try to figure it out; you are forced to use trial and error to see where things connect, which is an automatic negative mark from me for any puzzle game (trial and error can be an acceptable method, but it should *never* be required). No indication is given for what the requirements for stars are (forget actual move/time listings, ie "you need to beat the stage in less than X moves/seconds to get 3 stars", how about mentioning whether it's time, stars, or both that we're working with here?).
Nice game... but did you really have to make the red and green colors so obnoxiously close together? I'm red/green colorblind, and while I can often tell the two apart, when the shades are close or not particularly vivid, it's very difficult, particularly when they're not against a white background to begin with :(
@Bzykacz: While I appreciate the time you put into finding the stats, your formula for armor appears to be incorrect. You wrote that the formula is 1.2 * (Armor * 100)^0.5, rewritten here for convenience. Order of operations states that you multiply armor by 100 first, then take the exponent, then multiply by 1.2 at the end. If that is the case, then an armor value of 70 would yield 1.2 * (70*100)^0.5 = 1.2 * (7000)^0.5 = 1.2 * 83.66 = 100.4, making you immune to physical damage. I have an armor of 73, and am not immune. Even if you actually meant (1.2 * 100 * armor)^0.5 it does not appear to work, as an armor value of 84 would still yield immunity with that formula, and it does not.
3/5. Took off 1 point for the difficulty in seeing what's going on near your ship once you have allies and bullets going; I love that you tried to make it colorblind friendly (being RG colorblind myself), but it really is difficult to see.
I took off another point for one of my deaths on the final boss; I almost had him (in fact he did lose all his health, I just died first), but I happened to get one of the time achievements at the end of fight, during his attack that covers the entire screen in streams of bullets that sweep side-to-side, while I was in that particular corner of the screen, at low health, trying desperately to avoid the bullets. The achievement covered up both my ship and the bullets, and unable to see what I was doing, I died. In general, I find the interface (health bars primarily) to be obnoxious and hard to work around, but that in particular was extremely irritating.
Only once complaint: You should be able to take people off guard duty when assigning personel to missions. It's irritating to have to pull up my guard duty list, find the person I need somewhere in the middle, unassign that one person, and then go back to what I was doing.
But if that's my only complaint, definite 5/5.
Very solid game, gave it a 5/5. However, there are some definitely balance issues.... Beam Cannon + radar = instant death to everything without moving.
Further to my last comment, I will revise the complaint; apparently, "grid popups" refer to the messages I was complaining about. I'm glad you actually did include an option, but the phrase "grid popups" does not in any way imply "error message saying you're doing it properly"; I assumed, naturally, that it had something to do with the grid on which we were placing the pieces.
3/5. Very good concept, but the sheer irritation of having pop-up chat windows EVERY SINGLE TIME you try to adjust a piece while something isn't JUST perfect is far too much for me to rate it any higher. I understand that this was made as a learning game, and in that capacity it does very well; as a game on its own right, it's good, but needs some polish.
4/5... I found the upgrade screen needlessly annoying. "Unavailable" doesn't say much, and there doesn't seem to be any reason to hide what an upgrade is before you can buy it. Just have them greyed out or something, instead of plastering that red nonsense over them... and when something is maxxed out, say so, instead of just going back to "unavailable".
Solid game though, I only comment on the negatives generally.
As others have said, this game was easy.... but still very fun. It took a couple of replays to get three starts on a few of the levels, but once you got some of the upgrades it wasn't challenging at all.
Still, Very fun game, nice graphics (simple but coloful), nice music, nice achievements (and I liked the percentage numbers indicating progress on achievements you didn't have). 5/5, keep up the excellent work :)
3/5. Outstanding game, great concept.... but I decided to turn the music off around 38k, and expected the menu button to function as it does in pretty much every game ever made, where you click on it and get a menu. Imagine my displeasure when instead the menu pops up, and before I realize what had happened I'm clicking... and to make matters worse, the "new game" button is exactly where the menu button was a moment ago, and there is no confirmation dialogue, so my game was lost.
@Dragondolphin: As Gaz said, "Restart" does not mean "go back to the menu and pick your level again, as if you died". It means "Wipe all save data and start from scratch, as if you have done nothing at all."
It's irritating that when I want to restart a level for whatever reason, I have to go get myself killed. That and the lack of mute buttons led to me giving this a 3/5, despite it being a very good game otherwise. There are small things, but very basic.
Only one complaint: I firmly believe that you should never feel like you are struggling against the game's controls, rather than the game itself. The mechanic where you instantly begin moving at full run speed in the direction of the arrow you're holding down if you hold down an arrow while double jumping was not mentioned anywhere that I saw, and was responsible for the overwhelming majority of my deaths.
I understand that English may not be his first language, but I honestly don't see how that makes the mistakes more acceptable. Understandable? Absolutely. And I don't think for a minute that his grammatical errors reflect poorly on his intelligence. But they're still errors, and they are still distracting, and detract from my ability to enjoy the game.
Still, that only brings my rating down to a 4.5, give or take. Combine that with the lack of explanation on what "risk" actually is, or why it might be a factor in your placement, and I rate the game at 4/5. Solid, good concept, good design, but with a few flaws that are hard for me to ignore.