I like to think of Shock and Awe as a ship that can phase others out of existence (by pushing them out of the arena) and then they slowly get back all their weapons. I also think it's the only ship that can take on multiple capital ships with ease, especially the three green motherships, which are overpowered.
This game is one of the most beautiful I've ever experienced. The extremely stark contrast between the wonderful depth in the game (of September, of the tribes, of the Oarbor, the world itself) and the the fact that the game only has two colors adds to the beauty.
That's a pretty sad ending. The best you can hope for is that the protagonist is an even worse person then the antagonist.
The flying/shooting section takes way too long. My musics shouldn't be timing out before the sequence ends.
I love this series. I had a bit of nostalgia for the puzzle that summons the capsule; it reminded me of the largest puzzle from Riven. I'm not sure if this is just my computer, but the text of every note (except for the last note in the stack) ended up with the text running single file down the page. This unfortunately also happened to me with the last three secret viewing machines, preventing me from reading anything beyond the first few characters. =(
Important note about Final attacks - When you are executing them and in the downtime afterwards, you are invincible. You can still be "hit" but those hits will do zero damage and you won't flinch. I'm not sure if this holds true for poison damage, enemy ranged magical attacks or the final boss yet.
I takes too long to grind items from enemies. Also, the game does nothing to try and hide the fact that most of what you're doing is purposeless grinding, which makes it not fun at all.
This game is epic. Kiting a helicopter into a billboard while it's firing at you, pinning you against the wall while you're yelling and there's an abandoned car in front of you before you pass the billboard, forcing you to turn away at the last second, hoping the helicopter still hits it, all while yelling, "I'm not stopping! You hear me?! I'm not stopping!!".
Honestly, I think this game should not have any sort of score system. We should not be timed or graded based on our "reading" performance. The interactivity of traveling through a story is enough to call this a game without traditional objectives. Power words can still make projections for dramatic effect. Creating more interesting landscapes with your levels and more scripted effects, like the sandstorms, could easily replace the excitement you might relinquish in giving up the score system.
I think the typography idea is interesting, especially with the Lovecraft, which I think was done the best. There are a number of things I felt distract me greatly from the story, such as doubling back (either because my words were erased or because the way they are formatted makes it necessary). Also, sometimes power words propagated their letters through the regular text, making it nigh impossible for me to avoid.
I love the art and how atmospheric this game feels. It takes me back to how I felt playing Knytt; beautiful and simple. I was a little disappointed by the ending. Also, anytime I needed to use the mouse, it broke the immersion for me since the mouse didn't do anything else.
I think this game is a little unfocused. You introduce new game play elements well into the game. I think you should just focus on one or two elements and develop challenging levels, not necessarily timed, that make use of the main mechanic, the three miners. Except for a small number of levels, it felt like there was no point in having all three miners and the extra work was just tedious.
I like the freedom to build my own tank. That said, there are many issues I have with this game. The game seems to slow down progressively more the longer I play, requiring a page reload to correct the problem. Sometimes, shots do not register which is especially noticeable on the smallest mobs. Sometimes pierce shots register twice on the first target if the shot passes through a second target. The strongest enemies aren't particularly hard, they just have loads of health, which feels tedious. Finally, I am sad that enemies no longer degrade, providing a nice visual cue that you are pwning them.