Enjoyable puzzle format. Few weaknesses though. First, the puzzle don't get harder, just bigger. New elements need to be introduced to add complexity to the puzzle. Second, there's no indicator of over-all progress, leading me to wonder if I just will end up playing the game until I give up because the pieces are too tiny to make out anymore. Finally, the music loops too soon for the amount of time you'd expect someone to be on one of the later levels.
Issues:
Too many redundant levels that require the same technigue.
Bouncier balls would be more fun, especially on levels like 21 where it's difficult to get them to ricochet, and they tend to hug each other instead.
Less friction would also make for a zippier game.
More intermediate level design. I found the levels went from nearly obvious solutions to levels requiring difficult timing, without many complicated set-ups to be solved in between.
Really a fantastic collection of brief puzzle games. Loved it. It's a shame people rating this thing low in frustration are going to keep it from being badged :/
Quickening Powder works - it's just the green numbers you see for various move speeds are not correct. 50% of the time, your move will be 3 speed faster. But the game doesn't actually tell you which moves are sped up beforehand.
I can't quite figure this out: am I actually supposed to fight these things? Some of the enemies seem invulnerable, and no matter how much I shoot them, it's just a matter of time before i give up on trying to fight in this game and just scurry off to find an enemy-free reloading bubble.
Symmetrical games which are 'balanced' by breaking the symmetry to give the computer player significant advantages for no reason have faulty game design. There's no blank counters blank strategy to the units. And the instructions page is one of the most useless I've ever seen for a game (fortunately it wasn't difficult to play).
The ability to assign damage types to the warriors makes them significantly more valuable than in the original Protector. Really enjoying what was done to this game.
hedhunter: Bleeding Ritual can be used at either range. You can only cancel attacks that may only be used at far by doing a Teleport - like Spiritual Assistance. Voidstream would be another attack that cannot be canceled by Teleport.
I'm on the squid thing and I honestly can't even tell if I'm hurting it. Sometimes it gets yellow weird things over it's head. Sometimes I hit it like twice, it flashes like things in old video games do when they get hit. Sometimes I fire fifty shots into it and it just sits there throwing poo at my cities. Sometimes my guns would stop firing of their own volition when I retargeted. Oh yeah, and it said 'Game Over' while the giant squid was teleporting and while nothing was currently under attack.
Even for a demo, this was awfully short. I'd have liked if it presented more of the concept, at least enough for me to separate it from Lemmings. Do later levels impose limits on how much I can use the techniques? Do I have to frantically watch over an army of 200 of them? I don't know. This trailer showed the art style, but even for a teaser, this wasn't much.