Kill the music, annoying difficulty. Overesensitive controls. To the people saying that the controls are supposed to suck because it's hard, I don't buy it. Controls should always be good, difficulty should come from game design. You should be able to tell the difference between real difficulty and poor design.
I initially didn't like this game, but gave it another chance. I got into the groove, started understanding the strategy, it's unique, I might give it a 3 or 4. Until I reach level 8. MrJinx, f*** you and the horse you rode in on. Mixing up the players controls is not good game design. It is always an annoyance, and a general middle finger to the player. Back to 1/5 I go, and I'm never coming back.
2/5. Interesting concept, would be good but for the controls, which aren't anywhere near tight enough. They're so slick, it's as if they were dipped in olive oil. There is a noticeable improvement as handling increases, but making good controls unlockable is just bad design.
I lost pretty much my entire web - which was a lot - about when the first butterfly showed up. Interesting, but a little too fast-paced and luck plays too big a role.
Lousy. Controls are passable at best, as stated by many others there is no way to tell what qualifies as bigger or smaller than you, and intolerably slow. Got the points, rated 1/5, and will never return to this game.
Overall good game, good platforming in the style of Knytt, with one major problem. That problem is the fact that you cannot learn a skill without first visiting some point at the other end of the map, which causes plenty of needless backtracking. Still good overall.
I liked the 4-second frenzy games, and this is even better. Faster-paced, and with a more interesting minigame mechanic.
4.2 on the first try, will definitely try for 5 eventually.
Great idea, but the implementation is lacking. Relies a little too much on luck, and being reset to the start on a failure, or leaving the game for a while, is pretty lame in a thought-dependent 30-level game.
Biggest problem: pacing. I simply don't have the patience to sit through all these interminable waves. The balloons move too slowly, which makes every map take an eternity. This is especially grating given the first boss, who can walk through your defenses and obliterate them like they're not even there. I simply don't care enough to replay that half-hour level to beat the boss for a measly 15-point card. Also, the flak gun idea is interesting though not unique, and overall the inaccuracy becomes more annoying than challenging.