kingzillla: I'm guessing you're having problems getting the ones to stand on the buttons at the top? The keep stopping a little bit off the button? This is because as you jump across, you're holding right, but depending on when the button to use the lift is hit, especially by the present self, you might slightly alter where the things are supposed to be horizontally. There's a way to combat this: spend a few seconds walking into the right hand wall to force all replays to be correctly positioned. I had all my guys walk into the wall before standing on the buttons and then before riding down the elevator and jumping back across and it helped a LOT.
I tried to play through easy. I don't know what your definition of easy is, but it sure ain't mine. Suggestion: on easy level, allow players to pop one balloon that isn't in the combo without being sent back.
This game would be way better with a recognizable sound effect when a projectile either ricochets off your shield or gets stuck on it. Too many times I thought I deflected one, to spin quickly for another, and end up getting hit by both. Just give me a sound that lets me know I snagged the first.
Ball speed is waaaaay to slow to make finishing levels fun. So many times I got it down to one ball left, when it gave me a whole new row, just because the balls travel so slow. I like the time-delay to see your piece's color, it gives the game a more measured pace than the usual 'how fast can you shoot?' But you gotta make finishing levels easier somehow.
The art in this game reminded me strongly of Feudalism, but the strategic choices inherent in the battle system as well as the balanced rock-paper-scissors of the units made for a much more enjoyable play. I did find it odd how I'd receive more upgrade points for a oss than a game where I stomped all over the opponent. Perhaps a time-based victory bonus?
This game seems to be more about accurately pressing number buttons rather than puzzle solving. I envisioned a very different game based off the description. Good game for those working on their typing skills I guess...
2/5
Difficult to lose, but also quite difficult to win quickly. I really like the set-up of the game allowing the player to play at their own pace. The POW levels are enjoyably trickier than pure destruction levels. I'm looking forward to some teeth-grindingly difficult badges.
Stars aren't stronger than planets, they're just quite deviously placed. If there's a pair of similar mass planets, with a sun sort of forming the third point of an equilateral triangle, then the ball will get sucked towards the sun if it starts to lose speed halfway between the paired planets... things like that.
This game has zero sense of balance. What's the point of taking a package somewhere for 200 gp when I need to use a ship that costs 4000 gp? And those spells that heal your units are crazy powerful.