@JMockShepard: the reason you don't switch to a different target after the selected one is killed is because you might accidentally heal your opponent or waste a cooldown for a useful skill on an enemy that is temporarily invunerable or resistant to a form of damage.
@j7r7r7: The class and size of the celestial body matters too. (ex. Ern, Nir, Ilt... and asteroid, planet, planetoid...) You can see all the info on which planets they are more likely to be on by looking at the description of the mineral. Also, it is not the end of the world if you take a bit of damage from heat. FInally, some of the ship modules can make finding lava easier (I forgot which ones need lava) especially the telemeries array, which shows the percentage chance of finding a type of resource when selecting a planet.
@Mhoffer: The pods are the win objectives in CW2, so they would likely be in the lion's den to make it difficult to get to, so making them invulnerable makes sense. In CW1: they are not win objectives but instead must be rescued or you lose the level if they blow up, so they are placed in a safer but still vulnerable place. The capsules are just involved differently with the objective, but it's ability to be destroyed has to be altered so it works properly. Simple as that.
@mhoffer: I liked the challenge of having to gain a footing before considering going on the offensive. It kinda bothered me how in most of the levels, the creeper was just kindly waiting to get decimated as you could build up all your economic structures and then finally spam a bunch of weapons when you open up the creeper pocket. Pretty much the only way you could fail is if you underestimate the power of the creeper pocket or neglect your tesla coil defence. At least in some of the much later levels there was a looming danger you had to worry about with the weak dirt and all
there should be an upgrade to increase jump height or something. The linger you hold jump, the higher you should go until you reach the limit of the upgrade
The cursor magnet should only be for money, not rares and powerups. Sometimes two powerups overlap eachother when I was only going for one and want only one type of powerup. (because timed effects like 2x damage don't stack) and also rares that I don't want sometimes get in the way of my powerups. Please remove the magnet effect for the rares and powerups.
those puny ships aren't as puny as you might think. On the last mission where it says ....at the cost of (X) ships of the Earth's defence fleet. (Y) pilots and crew gave their lives..... If you divide the pilots and crew lost by the ships lost, you get 1341 pilots and crew per ship. So all those ships that you mindlessly send to their deaths are actually massive battleships, not one manned fighters!
Very good concept, but the game was too linear. It felt like a maze with one long path and a bunch of dead ends that are only a couple steps off the main path. I would've liked a lot more forks in the path and forks off of each of the prongs of the previous fork. That would've been a puzzling game. But just for the concept alone I give you a 5/5