So this is what UO was like before skill locks? Tactics is a pain to raise without the ability to lock the weapons skill. How about letting me cast flamestrike on myself to raise resist? :O
To have your challenge score report, don't leave by the door before time is up. Wait until time runs out, and it will report your score to the API for the badge.
Worst UI ever.
Those messages at the bottom on the screen are a massive annoyance. You have some of the worst hard-coded key bindings I've ever come across, no matter which "set" I'm using, finger gymnastics are required.
Here's a thought, when I buy something new, stop making me try to identify it from the tiny thumbnails that all look identical, and give me an indicator, so I can actually answer the beginning bumrush.
Thanks to the identical thumbnails, the easiest way to tell things apart is the cool-down gauge, but because the order doesn't follow the logical progression of when you get something new, and is instead based on the order the upgrade screen has, you're stuck trying to figure out which is which with trial and error. That's horrible design.
The spiny tunnel reminds me of the old Teenage Mutant Ninja Turtle water level, back on the NES. At least I could beat this one perfectly in one try...
Having to keep coming back to get the 15k achievement, I'm upping my score from 4/5 to 5/5. This game is pretty damn sweet, and it holds replay value if you aren't forcing yourself to play it.
It's a great game, but the advancing movement speed based on distance turns fun into tedious, especially with no indicators on screen to show speed has changed. It's almost impossible to achieve any sort of rhythm if you make any mistakes, and the time it takes to get back to where you died increases frustration.
It'd break the game, but a way to increase the coaster's speed to the game's maximum out of the gate, with longer play raising only the minimum allowed speed, would negate a great deal of the frustration.
If it wouldn't destroy the game flow, I'd kill for a pause button as well.
Oh well. 4/5
Badges aren't registering after levels are complete. AI is screwy. Transport boats (with no attacks) sometimes follow after low-health units. Scorpion Tanks attempt to cap buildings (lol?).
Wow, what's the point of allowing us to control unit placement if it's just going to be overridden all the time based on the proximity of the enemy? You might be trying to give us the best of both worlds, but all it's doing is making the entire thing mediocre.
A pause function would go a long way, either in this game or others of this type. Mapping out part of the puzzle, running it, and then pausing it before an error occurs would be a big help.