@ShakeZula: It seems that whichever one you click on (with the mouse pointer) will be changed to whatever is under the circle. If you click on the normal "k" it will change to be like the "wrong" one, but if you click on the missing one it will become like the normal one.
What would make this game even more awesome is a replay after each level, to watch the fight play out in full speed instead of by turns. Being able to view and save our perfectly choreographed missions would, for me anyway, make the game that much more rewarding.
As many have mentioned, the AI on level 7 (human campaign) gets infinitely harder. I went from near-perfect games to zero kills on that level ... there is no difficulty curve, I just ran face-first into the difficulty WALL.
Awesome game idea and implementation, except for the ship building. Why give snap-to-grid options when the fixed center piece doesn't fit on the same grid? Really annoying and difficult to make a good-looking ship with the way it's set up currently -- and God forbid you click on a piece to upgrade it, since it will be dragged around the screen. Also annoying is the fact that no matter where you put your ship pieces, magnets included, only the tiny "core" of the ship can actually catch coins. Frustrating marks on an otherwise excellent game...
Needs mouse button fire, as others have mentioned -- dual control options are nice, but not when only half-implemented. Better yet, customizable keys? Z/X are really awkward to hit...
You also *really* need a mute on the main screen, and/or to remember mute settings so I don't have to race the game to get into a level and stop the music from blasting >_<
I really that I could edit my patterns instead of having to start from scratch every time ... a bit of an oversight if you ask me. Otherwise, well-done take on a classic "game."
Fun concept and design, albeit hard to control with no sort of acceleration or physics. Like other people, not crazy about seeing teaser and pay-to-play games on kong.