Weapon progression is weak. Oh, here's a thing to throw. Now here's three of them. Now there's a stronger thing to throw. Now three of those. And again and again and again. What's even the point of having a progression or a choice of which to use if each successive weapon completely obsoletes the last?
I should've taken level 9 as a warning sign. The level design is goddamn horrible for the level of precision required to get anything done at all. I can't aim anything on a catapult, aligning goal objects takes more time than getting the goal object there in the first place, and the spotlight mechanic is just stupid - We're in BROAD DAYLIGHT!
There's some pretty unforgivable framerate issues with this game. It takes ahold of my computer's memory and does not. Let. Go.
Plus it's NOTHING like SMG.
Inconsistent physics and the fact that I don't have any way of knowing what something does till after I've used it don't help my impression of the game.
Okay, more indepth comment: (1) Moving opposite of the wall to walljump is unintuitive and seriously messes with character control. Doubly problematic considering you can just use your rope to wall jump anyway. (2) Point bonuses are rather pointLESS seeing how you lose ALL of your points every time you die. Buddha? Artful Dodger? All gone when you lose your life. (3) The game's visibility is FAR too tiny for the incredible acrobatics the game demands sometimes. (4) Stealth is utterly useless except in a few rare security-lasered areas, and even then it's less cumbersome to just trip the lasers and dodge the resulting mooks.
This game is pretty excellent. The only problem is that the wall jumping control is really unintuitive. If it were mapped to the "jump" key instead of the "move away from the wall" key it'd be better. Far too often I end up jumping off a wall when I intend to simply drop and move away.
Can't say I enjoyed this one. I spent most of my time just brute-forcing every combination, whether or not it would make any sense, until the lightbulb came up and gave me a freebie.
For a game so strongly focused on planning ahead, there is certainly a disappointing lack of available data that might help me actually plan. I should know what kind of enemies I'm facing before I choose what heroes to use, I should know what abilities and armor my enemies have before I pick what units to place, and on complex map layouts I should know how the enemies path before I decide where to place my units.
The looting system is interesting, but items that you buy from shops should be preserved. Otherwise there's not much point in buying anything but potions and weapons. Further, equipping items that increase max HP/MP, especially in the pre-game shop, should reflect upon your current HP/MP (i.e. 90/100 HP should go to 135/150 HP, and in reverse)