weird? yes. artsy? yes. but good? meh. it's too dark (so i can't see much of anything underground), the controls are a bit clunky, and even in comparison to the lack of anything resembling a story throughout the game the ending sucks. on the other hand it's pretty and the music is nice, and the idea is good, so get a good writer and this will be awesome.
BUG: sometimes getting weapons but not "getting" them - e.g. just looted a "5 parallel" gun, but it's not available in the weapon selection list in Edit Tank.
wtf!? trying this on hard, every time i kick the first boss away (part of standard attack?) he starts summoning, and i can't seem to avoid the falling fireballs more than half the time since they don't really follow a set pattern... 20 attempts later, getting annoying!
BUG? complex activation sequences fail to work.
there are three blue cells which are activated in a row by F1
I have F1 = {a few steps, activate, blue-F1}
and F2 = { F1, F1 }
run looks like this:
F2 is called
first run of F1 - iteration 1: activates first blue cell, Blue-F1 call works
first run of F1 - iteration 2:activates second blue cell, Blue-F1 call is ignored (i assume this means "blue is de-activated")
control is returned to F2 which calls F1 again
second run of F1 - iteration 1: activates third blue cell, but Blue-F1 call is ignored - why!?
(i know there are simpler ways of doing this, i just can't understand the mechanics behind it)
awesome game! but a) no mute button, and b) the BREAK doesn't work? (in the first level it apperars, F1 = {fwd, right, fwd, left, YELLOW_BREAK, F1}, and it just keeps looping infinitely despite this. added breaks of all colors, still no effect.
feature requests: a) Cold (dark-blue) and Physical (black) weakness colors look very similar on a crappy LCD, make Cold a bunch of shades lighter. b) add both Strength and Weakness colors to the scouting report, etc - currently only weakness is represented.
this is a really stupid comment - but the only place where the element images are linked to the element names are in the intro. haven't found a reference in the protectopedia, either. is it possible to either make it consistent (i.e. only words or only icons), or at least add the word "fire" under the fire icon, when applicable?
um, am i missing something with the level 22 (kill with all weapons) challenge? i do damage with all weapons (specifically check that damage is done), finish off with the shotgun since that one-kills *everything* at this point, do this to 4-5 monsters on the level, but it doesn't grant me the reward :( all the rest are done, including level 26! help!
the destination pointer occasionally "slips" by itself, so instead of moving forward the minimum distance i fly straight into a spotter and take damage :( and considering how slow the gameplay is, this is VERY annoying. nice to have: plane gun-range display (even if it's only for my friggin' planes!), and possibly a mid-mission save button, so after i down half of the bastards perfectly i don't lose everything to a single misclick.
nice! but the 15 puzzle, while simple, occasionally takes a while and by the time i'm done moving i forget what it was i was doing... perhaps a free-moving version of the same puzzle might be less frustrating.
save game bug is annoying! beat the first ~6 levels, quit, came back - at 0. beat the first 10, came back - only the first 6 are completed (with scores from the very first time)