Would the longtime fans of the game who have been rating down the speed and preview criticisms please try PLAYING the game in its present form? Without preview, it's impossible to beat even the easy stages without lots of trial and error playthroughs. Without speedup, all those extra playthroughs will take hours per map. The game used to be a challenging, slow-paced classic. Now it's too time consuming to bother with.
The longer I listened to the free premium content, the more it felt like paid premium content. Check out the tail fins in 3D mode. And all other shooters should have someone sing "you win" at the end of a wave.
I have 498 HP, 21,896 XP, 7 minions, a fancy hat, and enough laser mine carts to evaporate armies on sight. But my canter will never go above 70. I feel so powerless.
Best thing about this game is the mix of useful artifacts and just as useful non-permanent items. Gives the player a sense of permanent advancement yet still offers hope every chest will hold something better. Also encourages players to adapt their strategy to what's available, rather than playing the exact same way every time.
Nice game, especially once you realize it doesn't show every single possible number for each color block. Last level is much too big and too easy, it's a grind rather than a challenge. Lit green numbers were a little too close in brightness to dimmed blacks. An option to autofill "gimme" numbers such as 9's, wall 6's, and corner 4's might be nice. Monochrome puzzles were harder, yet somehow less fun and satisfying than multicolor.
The lag is annoying. The loss of preview makes the game impossible. When I played through for the first time with preview, I already needed many tries for some maps.
I spent 10 minutes gathering and assembling the ingredients from all corners of the room as my target stared directly at me. Fortunately, he suspected nothing.
I would have enjoyed this more if I hadn't gotten trapped behind the invisible boundary of the statue room while looking for spoons. When building a 3D game that encourages exploration, either include a save-anywhere feature, test clipping boundaries more rigorously, or give the player a way to respawn on the map when stuck.
I got rated down for criticizing bosses that hide off the screen. :( So I'll mend my ways. Bosses that hide below the bottom of the screen where the player can't aim at them or predict their attacks are exciting opponents that provide the player with much entertainment and a feeling of fair play.
Heavy cannon needs closer to 100% penetration to balance the low firing rate. It can't keep up with the heavy drone swarms and cap ship attacks it's intended for.
Yeah, I'll fix that in the sequel for sure.