Well, I've continued playing and wanted to see all levels... and now back to the bullet hell (wave 28). Seriously, ~100 bullets which take 4 autolaserhits each (=almost the whole autolaser clip) and multiple spawning at the same time, moving with the speed of light to your tower (difficulty: impossible)? And when you gotta reload, then you get hit by 4-5 of them, 20 dmg each? You must be kidding. Even placing 280k in damage&piercing upgrades didn't help against them, only slowing down the game. You seriously need to rebalance this wave, because at normal speed it's unbeatable and unfair.
Then, though, till wave 35 it's all piece of cake again, even without buying a single upgrade! Then 3 bosses + bullets come at the same time, another nice joke, but beatable. And then wave 36, 2 bosses, no bullets - wait, what? Did you turn something around here?
Gah.. so all in all: too long, too much repetition, no bosses in early game and unfair waves in between easy ones. But 3/5 stays
The game frequently loads in the ad-banner instead in the game screen. Also your savegame deleting is futile, since people who know how (and I'm sure pretty much do know) can simply copy the savegame and reuse it :P Look at test and test2 at impossible :P So all in all the deleting punishs the player more than helping to keep the mochi (!) highscores clean. There isn't a big problem with the kong highscores though, because there is only one highscore per account. If you want to keep the kong scores clean of people who give others their savegame, try placing the account name (encoded!) via api into the savegame and check it when submitting.
Oh, a few more options for neonium 2: What about some more focus on weapons being useful on some enemies and less on others? Such as enemies that have strong (shield)regeneration, thus a mg is bad against them but a sniper weapon (1 hit, high damage) kills them easily - would require a lower delay when changing weapons though, or a two weapon system (main- and sidearm) (where the player defines main-/sidearms, but can only switch through one of the groups seperately). Would be nicer than the bullethappy vulcan minigun that everyone has :P
Oh, and the bullets from the level before could be removed when you enter in the buy menu, because otherwise the lag will continue there. Also the in level money display updates a bit slow right after you left the buy menu (the old value is still displayed for 1-2 seconds and fades)
well, on hard it's starts pretty hard and then becomes quite easy.. and then you meet stuff like the bullet storm which kills you unless you reload page&load
hum.. after loading and buying some upgrades (such as reloading to ~0.35, health 2, some healthupgrades) my bullets didnt fly (minigun).. they just got stuck at my tower.. and since the savegame was gone now, I've to start over again, gah? >>
The game starts pretty nice, but then gets rather slow and repetitive, especially due to the lagcan minigun which really slows the gameplay down (even with low quality and no particles)
4/5 -1
oh god... my brain!...
lvl 15, 243 symb, 68 ticks - now that wasn't really rewarding.. poor 7 ticks for switching from 2x6+12 to 10+10. 2x4+8 isn't possible due to lack of resources, so the conclusion was 2x(4+1)+(8+2), which still lacked one res, so it became 10+10. 7 ticks for hours of tweaking and additional 80 cycles that kept crashing, gaah... And the worst thing was that, when it first completely worked, I noticed that the gold was in the wrong position (wrong rotation).. But this is probably the most horrible machine I ever built, the 12 cycle was piece of cake compared to that..
I just hope now no one will pop up and make it work in 50 cycles :P
span: the second molecule blocks the acceptance of the first. There has to be one complete molecule on the acceptor glyph at a time - if there is any other atom on it, it won't work
hurray.. I reseted the all time statistics, when I got into a battle screen.. well, ok.. but what was even worse: it reseted my campaign units/upgrades to default! Thus now I'm on lvl 40 hard without any units :D
well, it starts pretty nice.. and then becomes somehow boring. It's too repetitive (too many groundbattles of the same type), there are too many obsolete or useless units and the balance, oh god.. I couldn't win this air battle (lvl 21) on hard, I simply got slaughtered even though almost everything is maxed out and I was striking :/ Already for the last 3 levels, it was annoying to see units blowing up before they were even able to deal damage. And then I took one (!!!) - the first - level on life boost and suddenly it's piece of cake? How much boost does this give? +500%? :/
5/5 -1 due to the problems
Gaaaah... Now my machines feel kinda crappy.. but people seem to like my vertigris :P And my aqua regia :D
Well.. I just hope that, after some competition, I'm still motivated to improve the machines :/ seeing a 8 symbol solution without having good idea how it worked is kinda frustrating.
mh, the concept is great, but its kinda short :/ and somehow things didn't work quite the way I hoped (things didn't work the way I wanted), thus the pretty simple but annoyingly effective "shot steamcannon when using lever"-method had to do the job.
3/5+1 for concept, wished there was more
Symmetric Aqua Regia, calc&trans inspired by worldedit. Kinda slow though (16 tick) due to the chainbuilding:
b,3,11;c,1,9;t,1,7;b,10,11;c,13,9;t,13,7;m,11,13,0,1,clor;m,13,11,180,1,dwcuwww2wwwuwwod;m,3,13,180,1,crol;m,1,11,0,1,dwcuwww2wwwuwwod;m,10,8,0,2,22udl2orrwwwwwcl;m,4,8,180,2,11udr2ollwwwwwcr;m,7,5,270,2,wwwwrwclolcrowww;