Lots of potential, but definitely room for improvement too:
-- Let me have more than five chassis at the same time
-- Ability to store "configurations"
-- When I mount/dismount stuff, keep the chassis selected
-- Sort the inventory (and preferably, stack it as well (so, item name and number available, not show the item lots of times))
-- Mount/dismount through drag-n-drop would be awesome
++ Note: so far only interface enhancements, here are actual improvements:
-- New tactic: "try to stay just in range" (when fighting opponent with shorter range weapon than you do)
-- Multiple guns on one chassis
-- Ability to obtain info about opponents (before and/or during the match)
I've played a lot of Raptor-clones, but this is the first time a boss beat me by flying out of the bottom of the screen... without ever bothering to return fire. :p (Hmm, we're the "enemies can shoot" upgrade...?)
TheUnforg1ven recommends making "bosses" even by shooting one 3 (if appropriate), then spamming 2s. I've found that you can't shoot 2s quick enough (around level 20) to kill them in time. So, start spamming 3s immediately instead. In the meantime, calculate how many 2s you need to put in the mix as well (hint, you always need either zero, one or two 2s, never more).
The combination of a beam cannon and a radar is very powerful. The combination of multiple (parallel) beam cannons and a radar is outright overpowered (even a class 1 -- too small, too fast and too agile to be hit by enemy fire -- has enough gun points for three (!!) beams and a radar).
Feature request: when you hit skip, tell me the name of the game. If you don't I never learn anything new (and for the games I do know: I'll never figure out how you want me to spell the name).
The upgrades quickly max out. Around level 17 (maybe 18??) you're doomed; even if every shot hits you simply cannot dish out enough damage (DPS) to kill all the enemies before they reach you. (Oh, and it gets kinda boring...)
Being able to rotate the cam is nice, but why is it required? Some parts would be much easier if I could walk "to the front/back" without having to rotate the cam.
The ninja champion is difficult to counter; five seconds is enough to reach the gems. And champions come alone so you can't use area-of-effect attacks targeted at another enemy which hits the ninja champion "by mistake". --- So, have an ice tower use its freeze ability! This will freeze the ninja champion *before* he can use his smoke bomb, so make sure you have enough firepower in range to kill him before he unfreezes (and instantly goes invisible and make it to the gems alive). Alternatively, once frozen it doesn't take much skill to hit him with five meteors. Hardly elegant, yet very effective. --- Note on ninjas in general: they only go invisible once you hit them for the first time. So place a tower which can hit them as soon as they enter the level. Normal (non-champion) ninjas will become visible again close to your gems, so have some firepower ready for them! Red towers (temples) are very good for this; they fire continuously and will reliably hit all entering ninjas.
If you want to go for the endurance badges:
As soon as you have all (35) your normal customers you don't care about levelling anymore. So, for the customers who are already gold level, you don't actually have to make their pizza's! Just click "Make Pizza" and immediately "Into Oven". Then right away click it again (to get it out of the oven), don't bother cutting it and click "Finish Order". This makes the grinding less mind-numbing. You only need to make "real" pizza's for the customers (fewer and fewer) that aren't gold level yet!
Congratulations! You just won the Mobius Strip Badge and 30 points!
Awesome game! A little help finding matching pieces would help though, especially on the levels with many tiles or subtle non-matches. How about highlight matching edges in the "sliding puzzle" view?
- At least a *slight* indication where to go would be nice (dieing because you took the wrong turn gets annoying very quickly).
- When continuing from a save point, provide a default direction, don't just use whatever direction you were going last; some save points start very close to the edge of the map so if you're going the wrong way it's tricky to even survive the respawn.
- Very original ;)
Really big problems:
- Many puzzles are not solvable with logic alone
- A bunch of puzzles don't even have a unique solution
Small problems:
- The graphic for a mistake should look a lot like a cross (since it's not part of the solution) instead of a lot like a green square (part of solution)
- Restarting from scratch is highly annoying, especially when you're already almost done
Like schizophoenix said, a similar game (using randomly-generated levels instead of pre-defined ones) has been around for years, you can find it on www.planarity.net if you need a more thorough challenge :p
Managing resources between cities has two flaws:
- You can only send to adjacent cities. I see the reason, but letting you send to any city to which a path exists ("trading route") would be a lot easier.
- Manually entering values is capped at 9999 items (work-around: use the percentage buttons).