Finally got a void eater onto the screen; it charges the beam and I prepare to move in for the kill. A stickie instantly appears from the edge of the screen where I am and traps me in the path of the beam. Effing glooples.
I hate frictionless walking - when a character continues to move after the button is released. A horizontal "third jump" is useless: greater verticality is needed. Including instructions for the moves feels like mockery of the player when there isn't enough time even to react to the gameplay, let alone plan a tactic. Player attacks are more deadly to the player than to the enemy due to the resulting uncontrollable lurching across the screen and comically low damage. Player attacks inexplicably cannot break crates containing weapons, leading to more uncontrollable leaping around the screen. There appears to be no means of descending from a platform aside from frictionlessly walking over the edge of it, creating further hazard. Due to the experience described above, I did not have fun, and will not continue playing just to earn the badges.
I'm a fan of madness and chaos in a game like Super Smash Bros., because there's no real objective in those situations. Here there's an objective, so the madness and chaos is an impediment and an irritant.
It could also be cool if the workers "leveled up" as they learn more advanced recipes so that previous recipes would gradually take less time for them to make.