The main problem that jumped out at me is that there's not really any reason to pick health upgrades. By about halfway through the game everything was chewing through a potion's worth of health in two hits or killing you outright instantly, but neither was a problem anyway because of incredibly plentiful potions (I don't think I ever came close to running out) and infinite lives at checkpoints. If you're going to offer more than one upgrade at level-up, it's a good idea to make more than one of them particularly desirable.
If you're going to bother having more than one stat, at least go to the trouble of making sure Command isn't the only useful one. The way you've tuned things there's pretty much no reason to invest in anything else.
Okay, just finished it. This game seems a lot more...obnoxious than the first one. Almost everything in the game will kill you in one hit (which makes me wonder why you bothered keeping mechanics for a health meter and armor), the enemies in the last few levels have perfect aim and you just have to trade shots with them a few times, random death gears in the wall that aren't discerned well from background junk. It just feels like you didn't bother playing it with the debug settings off.
Yeah this was really disappointing. It basically came down to 19 missions of driving donuts while holding the fire button, and the aiming was really jerky.
Okay, I know I already harped on the aiming spread, but when it gets to the point that you can't even reliably hit anything with rockets beyond a range so close that you die to your own splash damage, you tuned it too harshly.
...eh. It's a mixed bag of steps up and down from Raze. Like, the level design is wonderful, but somehow you managed to make the friendly AI even more of a pants-on-head retarded outright liability.
One thing I'm noticing is that the combo appears to run on real time instead of frame time. Which means someone lagging because you don't have a low quality button would have about five frames before the combo expired.
Also you need a low quality button, and the 100x badge doesn't always register. I've hit 120'ish twice now, and it still says I'm topped out at 76 or something silly.
The medium badge is pure luck. I mean, I'm going in sandbox mode with mostly speed upgrades, and dudes aren't spawning close enough together to keep it going for longer than 40x or so.
Alright, just finished it. First of all, thanks for making the upgrades less grindy than the last game. Second, gotta go with one of the other reviews that the bosses just take too darn long to kill. Like, most bullet hells will have boss fights with phases that have the same number of patterns but loop them half as long. Part of this is because they're tuned around ordnance instead of health regen, but part of it is also that once you figure out the trick to each one it kinda sucks to have to sit through them over and over again for minutes at a time and it becomes preferable to just give them a once-per gauntlet of them.
Hah, Atropos is actually a good deal easier than Hyperion. It's denser sure, but a lot slower and with more obvious lanes and loop dodges. And the orbiting turrets in the zigzag attack have a big old blind spot right in front of him where you only have to worry about the zigzagging arrows.
You seem to have a pretty massive memory leak with the homing missiles in stage 18. The game was running remarkably smoothly for a bullet hell until then.
Ugh, the arbitrary "control center must be this high to play this mission" blocks are completely idiotic. If we've got an army that can pass muster and blow them to hell, let us freaking do it.
For anyone curious, Paratroopahs make it nearly impossible to 6-star any mission near the ground, but for the high-altitude ones they count as dead anyway, so the extra staying power actually helps.
UPDATE: Kongregate have fixed the badge problem so you should now be able to earn your Divine Protection Badge. Thanks for reporting the problem.