My problem is since the bow is often in the corner of the screen, and since the game can't tell if you release your mouse when it's out of the game frame, many shots are impossible.
I'm with bomer5 - when we control additional planets, the ship cap should rise by at least 10.
Also, when I have 10 ships attacking a building at 3 o' clock on a planet, and I direct them to next attack the building at 5 o' clock, they should NOT circle around the planet counterclockwise.
Also I wouldn't mind having a hotkey to select repair drones, since there's already one for miners and battlers.
But I like your concept, your art, and your difficulty curve, so I'm giving it a 4.
Oh yeah, brilliant tutor of combat. Score of 83270. My apprentice became adept at stable work, night guarding, and dragon training, had 100.0 combat attack, combat def, and magic def. He completely cleared Greer's Ambition with his full Protector gear and a 35 damage sword.
One bug I found: When in a dungeon, even if your stress is 70 or above, you can take one step after a combat. So if there are two combats right next to each other, and you hit 70 stress right before you touch the first one, you can hit it and finish the fight, with the green checkmark over the battle but not blocking you from finishing. And after that battle, you can take that one step into the next battle. In Greer's ambition, I stressed out as I hit the first combat in a chain of four. I beat all four dudes and got the slippers all with the checkmark over the screen, and didn't have to leave the dungeon until my stress was at 108.
I ran into a, um, bug where my mouse cursor won't move until I click, so the only way I can possibly beat a level is to aim one shot ahead of time. This makes the game, unfortunately, unplayable for me.
I do like me some cross sums, but. Puzzle convention calls for symmetrical board design and each digit being a part of two answers. Not necessary, but would be nice. Also, the kakuro notation of numbers with slashes integrated into the board makes for much easier solving. Speaking of solving ease, all the puzzles I tried were decidedly difficult. Maybe I'm just rusty, but sets of puzzles at different difficulty levels would certainly be a third potential improvement.
Aw, heck yes. I deliberately strung out the game to build an army of 25 giants. Turns out they're unbeatable - but not always fast enough to conquer. :P
I am of the belief that this type of game should be about selecting the shot you want to take, not timing your click in an effort to shoot straight. Nice feel otherwise.
I can summarize what I find most annoying about this game in one word: moonwalking. Your normal attack only affects the area directly in front of you, and when you try to turn to attack in a different direction, you often just slide that direction instead of turning. Kind of a crucial flaw in a combat-based game.