I think that there has to be more interactions between a number of elements to justify their creation. There are too many elements that don't do anything and too many more that only do one or two things. At least that way, when it gets harder to find new elements, at least the player can amuse themselves by finding new combinations between existing elements.
I think you did a pretty good job making a binary comparison game with a problem set of 114! (just to get the last element) fairly interesting. However, there's too much brute force. A computer should be able to exhaust that many combinations just after the heat death of the universe. ;)
I don't understand why people complain about the accuracy. This isn't a puzzle game; it is a skill-shot game. I think the accuracy is just fine. If you point at a given location on the background, your shot will always go to the same place and cause the same effect, unless there's some weird chain reaction. Zero shot spread means perfect accuracy.
Ridiculous. Nearly as difficult as Meat Boy or MoneySeize. Some of the jumps, like those in level 15, feel just a little too unfair. The hardest jumps are murderous.
I don't really like how new heroes need to be hired to place units of different elements. Then you choose 3 heroes to bring in to combat, but without knowing what elements the enemies will be. Why make a system that forces the player to enter a level and then leave to gain necessary information?
I love everything about this game except for it's item management. Selling items is a little slow and switching optimal equipment between fights is even slower. I don't know if anyone else found the latter necessary, but it's the only way I can stay alive on levels 40+.
This game can be extremely frustrating at times. The biggest culprits are 9 and 12, since you have to jump out of cover, shoot and jump back into cover before getting hit.
Best in the series for me. None of the main story puzzles required moon logic, though some of the side quests did, and there were many extra gears scattered about for back up. I think new players need to be warned a little better about the inventory space limit considering how many side quest items and trash are in the first room.
I just noticed that the total parts statistic doesn't reflect the number of parts I actually used in the level. For level 1, it says I used 1 part when I had 3 conveyors. For level 2 it says I used 10 parts when I had 3 parts when I used 4 conveyors and 1 branch.
I love the concept here. The graphics and music fit together nicely. Tanks falling over is kind of humorous, if not a little frustrating. It's really hard to control tanks that are stacked up on top of each other and when you accidently mouse over a factory, it obscures your ability to control any tanks beneath the UI.