could use a keybinding function, and the timing commands all stop significantly after the command is entered within the success zone making the effective success zone 2 frames...not exactly nice considering this is a flash game with all the throttling problems that entails. That being said the actual game it'self is excellently constructed and decently balanced.
this game is a complex of addictive systems, it's a mediocre execution of the definition of a 2 star game and it's STILL hard to stop once you play for a couple levels
REALLY needs to not give the next wave a turn when the previous one was killed on counterattacks and/or poison, it almost always means the party dies no matter what(1 turn later if the backup survived)...fixing it shouldn't be to bad: reworking the turn phases a bit.
WOOT! I managed to honestly die (no way to have survived/done differently) on the last boss with the dream team setup, whole dam ground was meteors...grading on execution I'd call this a 4 grading on mechanics 2.5-3...kinda weird that teams of people put so much effort into something BEFORE testing their game mechanics, just make a quickie version in q basic or whatever with hitbox shapes and play the game, if it's fun THEN make it pretty and talkie...well: rough balance, share with someone different and see if you can improve menues/controls/etc, then pretty and talkie. this would also be a big help with matching the games looks and characters with it's flow.
number, those repairbot numbers are per 10 seconds, they might tick once a combat session and only really matter in the 1-3 cases of repeated encounters you see in the game. you pretty much want the most DPS you can almost sustain with your energy and as much hp as you can get...the bullhorn seems to draw the best raw stats and works pretty well once you can get a good hyper engine for it, not my favorite ship but very often a 15k or so bullhorn will out-stat a 900k requiem/dragon/etc let alone a 900k bullhorn. ps: if you're having money problems do delivery missions and avoid combat, asassination contracts seem to be the balance of money/exp gain.
mortars would be soooooo much more effective if they didn't target the fastest unit available...can they even HIT the bombers and gunships they love so much?
...it would realy help if you could place orders: IE paying the smith for a specific item and picking it up the next day, or placing a class preference on the available recruits, as-is things are so random the majority of your runs are GOING to be fails no matter how well you shoot and manage simply because you can't get a usable weapon or mod in 20 rounds... tying administrative powers to your title rank would make a certain kind of sense and keep things random enough to force adaptability.
maaaaasive tip: on bullet-by-bullet reload weapons reload after every shot if possible: the reload and recoil times overlap somewhat making the gun's output comparable to a clip loader.
they don't expect anyone to actually pay that fee to recharge, even the obsessed players buy syringes because 25% is the same as 100% when it makes you level. it's just put in there to farm "sales" on misclicks of people trained to immediately hit ok on popups.
This game would make so much more sense if the things in town were by-order (build time with different words) rather than by random: for instance you put in a weapon order at the blacksmith one day and get it the next but you actually get what you ordered, not spend 20 days wondering if something useable will ever show up. there is to much of a random margin compared to to little of a win margin.
Ok then...the last boss is not immune to many disabling effects, as much as it annoys me that effects are useless for you and god for enemies a last boss that gets 1 turn in 4 is no last boss.
I have to say that almost all the effect cards are unbalanced, either underpowered or overpowered. That's partly because it's horribly easy to mess with an ai trying to use a timing deck and partly because a LOT of the short effects are grossly overpriced. economics need a look over and some of the interface is still bad, what it needs most of all though is multiplayer so there is actually somewhere to put the decks you build to use.
the accuracy stat should be drastically reduced or just removed entirely; this game's annoying enough as-is without needing to fire seven to nine times to get one shot anywhere close to where you're clicking. Also, the pick up mechanic NEEDS to go; it has been nothing more than a hated idea for sucking quarters right from the start and at it's best it can only be a distractor and/or economic controller...huh, "distractor" is not an actual word and there is no "real" word for (a-source-of-distraction) in that usage, english is weird like that sometimes.