It's the instruction text that's broken. Does not set expectations. The point of the game is to *not* hit things, especially head-on, and use minor hits to clear the way. Use weapons to kill cops, and you can boost your score nicely. Jump over things. It's satisfying, in an old-school Spy Hunter kind of way. What I dislike: the "slammer" weapon seems useless. I gave up mines for that? And why am I unlocking specialists I don't need, before the ones I do?
Going to have to agree -- I'm just not getting use to the perspective, after five levels. And the animations run too slow, for me to click as fast as I'd like to.
I dig it. want to keep playing this game, but no mute button means I can't listen to my webcasts, and no save button makes me assume that when badges show up, I'll have to do all this all over again.
I don't mind tricky puzzles. I do mind new puzzles having rules that aren't clear. Do I have to be perfectly still for the blocks removed to count? That needs to be clear. Otherwise, it's a really nice game.
Also -- if you pick up a weapon and that soldier dies ... you can't use aid on them. The weapon is in the way. I like this game! Just getting frustrated at it now.
Puzzles with answers written nearby aren't puzzles ... they are data entry. Nice lookin' game. But, unless this is for little kids (which would be fine), not that fun really.
Fun idea. I'm not too good at it though. I would add more puzzles at the start that introduce new concepts and skills, teaching us how to approach these puzzles. Design the game for people that don't already know its secrets. No one minds zipping through easy puzzles, but they do mind getting stumped on puzzle #3. That's the key -- teach us!