The wall jump/cling system is clumsy and the antigravity is even worse. I'm all for difficult platforming but the controls need to be smooth and intuitive!
Explosions are a pain to deal with. If I'm not dying from a jet fighter coming out of the screen right next to the powerup I was giong after, I'm dying because there's too much crap blowing up for me to see what's where.
Needs to be a way to decide what targets get attacked. Prioritizing targets with greater or fewer hitpoints would be a good start, or targets of a specific class, or targets with a gem.
Has potential, but there are some weird issues. OThers have gone over them already, but I'd like to mention that if your car gets reset on the track (like if you sink in the water), your direction should automatically correct to face the direction the track is going. Too often I end up perpendicular or going BACKWARDS when I respawn.
Interesting, but there are entirely too many instances where the numbered tiles and/or the clues you've found are insufficient and you need to rely on guesswork.
I'm going to ignore in my rating that you're asking 15 dollars for such a short game. This is worth five dollars at most. l------ Controls are far too sensitive and the graphics are distractingly flashy. Both are REALLY bad in pixel-precise platforming games.
I would consider this a decent game; however, comparing this to the other one (hands of war, right?) I don't see any remarkable improvement outside of a few interface tiddly-bits. It's identical in almost all other ways
Collision detection is wonky and feels a bit buggy. Music does NOT fit at all. Control feels slow and the lack of a variable-height jump would be appreciated.
...very amateur. Sounds are ripped, gameplay is off, no weapon variety, my teammates do nothing at all, and what is up with this "four-sides of the screen" conic targeting nonsense?