There really needs to be a deeper log on occurring effects -- a lot of the time some of my equipment just disappears and I don't know if the enemy destroyed it (cards they play seem to only be visible for moments) or if it's some other game mechanic that I'm not understanding.
Pretty easy once you realize 2 things: 1) You can create a tank without any red bubbles, just using pure weapons. 2) Resize all the weapons that comprise your tank to the smallest possible size. You lose nothing in firepower, and rarely get hit at all.
I also managed to get stuck outside the petri dish boundaries (out in the black) on the Toxin stage, I think by moving as Jeeves started to say something. I can't move back into the light, but pseudopod ATP costs are still taken :-(
At least I was able to harvest enough fatty acids from the virus attacks to finish the level.
On another note, the camera controls could use some work -- they often bug out and don't move with the arrow keys, or get "stuck" and pan off in one direction without any key being pressed.
Yeah, my Golgi Body bugged out and wouldn't create anything on the Toxin level as well, although my other organelles functioned normally. Maybe you can overflow the production queue?
So, you were worried that the "game" itself wasn't terrible enough, so you made sure the font was too small to even see what was happening? Well done. One of the few games I'd give a negative score if I could.
I'm still wondering how you save the queen. You clearly don't have any attacks or other method of fending off the demon/bat/whatever thing -- what's to stop it from just taking two hostages instead of one?
You should be able to "repair" by idling at your base for a few seconds -- it's really annoying to have to fly around with half of your parts blown off and not be able to do anything about it.
Considering how vital knowing the pattern of a particular mission is to beating it, it seems a little cheap to have non-story missions vanish after failing them once. What's that? You brought two melee-heavy heroes to a mission (in the name of elemental diversity, or to cover the "weakness" of that stage), and it turns out half of the waves flying? Too bad!
Other than that gripe though, it's a pretty good continuation of the Protector series.
I was really fond of the first game (still have it favorited) and enjoy this one well enough, but agree with the other commenters that it should have much better visual feedback regarding resources and castle size.
The targeting delay, and re-targeting delay, and ramp-up time for damage, combined with how little relative time you have to damage tars makes going for the harder badges inordinately frustrating. Also, mute and reset buttons should be mandatory for any submitted game these days.