This is a fun game, but I found the controls a bit frustrating.
Being able to select tools without without having to click though the menu each time would be nice. Perhaps bind the to number keys or something?
The firewall minigame is particularly hard to manage on a laptop touchpad. Allowing the keyboard to be used for this would make it more about avoiding the bad stuff and less about trying to hit the correct button before being killed.
I really like this series so far, so please keep up the good work.
If you're going to put a labyrinth in a game like this, at least tell the player which entrance they've just come from. Trying to decide if the room I've reached is the same one I just came from or a different one that looks identical is very frustrating.
Unit upgrade prices sometimes show the wrong resource icon. I noticed this with the upgrades on the bottom left, but it's possible that others do it too.
Several minor spelling and typographical errors, especially in the introduction. (This kind of thing can put people off before they even start, so it's probably worth fixing.)
I'd like to be able to see what mix of units I currently have deployed. In the thick of battle, with lots of guys dying, it would be handy to know which units need replacing or which units are being killed too fast to be worth redeploying.
Other than that, a solid game that's fun to play. I haven't run into any of the glitches mentioned by others.
Having played "Creeper World 2: Redemption" already, I was expecting to see levels I had already finished. I was very pleased to discover that this was not the case. (Just to be clear: this is not a demo. It's a complete companion game. If you enjoy it, CW2:R is well worth the $10.)
The first time I played, the game was laggy on the later levels and impossibly hard. I took a break for a bit and did something else, and when I came back the lag had mostly gone away and there were much bigger spaces between enemy bullets. This let me actually fly between them instead of taking dozens of hits every time a new set of enemies arrived.
Instead of building elevators spanning the entire height of the hotel, build two staggered sets next to each other and have each shaft only go up about 10 floors or so. People don't seem to mind taking a bunch of elevators to get where they're going, as long as they don't have to stand around waiting too long.
One of the better executed games of its type, although there was a weird bug that seemed to be loading-related. For the first minute or so after starting, clicking on things seemed to take me to the wrong views. That cleared up on its own after a bit, though.
Pretty decent, but could use some work in a couple of areas.
The die and restart thing is annoying, especially since hanging around on the second screen for too long kills you. This is made worse by the fact that the axe is only usable on the second screen, and it's the first thing that you use. I had to watch the walkthrough up to that point to discover that things can be used.
Apart from that, one of the better games of its type on here.
This game combines pixel-hunting, over-the-top memorisation (really, a 27 pixel pattern?), bad navigation and looking for needles in piles of other needles. I needed the walkthrough just to discover that some things I thought were background were clickable if you hit *just* the right spot. Overall, much more frustrating than fun.
Annoying combination of "remember the magic numbers" and "hunt the invisible pixels", but I solved it without resorting to a walkthrough and the magic numbers actually made sense.
(This kind of game works far better when the player can find the interactive elements without having to click on them. Mouseover text or cursor changes work well for this.)
Well sometimes choosing randomly is harder