Leave the Seeker at 0 until everything else is at 10. Seekers actually hurt you by making it difficult to get back to the ground when you need to collect points before running out of fuel.
How about when you fill a square that's not supposed to be filled, it appears in a shade of red instead of just another shade of blue? That'd make it easier to keep track of what's going on in the more complex stages.
I imagined I was the alpha square of my territory, driving away competing squares. By the end, I was quite pleased with my handiwork! Guess this game is a matter of perspective.
Ah, I figured out one reason the time attack rounds were so hard for me: The time counts down just as fast no matter how much lag you have! Setting quality to low helped immensely.
Feature requests: 1) When you click on a building, it actually highlights the building instead of the guys on the building. Near as I can tell, highlighting guys on a building is totally useless, anyway, so shouldn't even be a feature. 2) When the hero is on a giant and you tell him to go somewhere else, he actually goes, instead of ignoring you or, worse, just freezing up. Those two things would have saved me several retries to get 3 stars.
Rubbish balance. Labs are massively overpowered and forts are worthless. Would be better if forts could generate jellies at a slower-than-barracks rate, and if labs had to attack normally, perhaps with shots that go a little faster than barracks shots (instead of getting to insta-hit). As is, every level is the same--just a rush to build/control a lab. There's no variance or subtlety.
Using the 'R' reset key seems to glitch the game out pretty bad. Sometimes it skips zone 1 entirely, and eventually half the background disappears. ???