Unit cooldown seems to increase as you deploy more units, which makes the early (cheap, massed) units horrible. Also, needs a reset for purchases, since upgrading the wrong thing prevents you from advancing.
Interesting premise, but there's no real difference between the enemies, no real strategy. Could become a great game, though, if there were some decisions to be made about what units to use and how to stack everything up.
When my units are hitting a structure, if an enemy unit engages them, they should *stop* hitting the structure and instead kill the unit. This should be the default, automatic behavior. Otherwise, nice game.
So cutting the engines is great -- standard in these games, in fact -- but if you can't restart them, it's useless. So now I can restart my run by hitting E then R, instead of just R? Awesome.
Enjoyed the game... until I got stuck. Grinding money is just too slow. You have to repeat a dungeon 5-10 times for one upgrade. Not fun. Needs vastly more money per repeat dungeon run.
Interesting. Nice to have a game with a gun revolve around science, not shooting monsters. The main character feels like he's walking through jello, though. Controls need to be more responsive.
To beat level 45: Grab all the neutral jellies immediately. Don't upgrade anything. Charge up until some jellies are at max capacity, then select all and attack the large spell jelly (the triangular beaker). Don't research anything, though. When the enemy pirate drops below 100, send everything from your beaker over to it. This should conquer the pirate jelly, and from there you can win easily.
Strength reduces knockback and damage taken