Mana regen needs to scale to your starting mana, not just to how many times you've use the Mana Pool spell. Otherwise, you can run into situations where you're getting just 1 or 2 mana/second... with 1620 max mana. This makes the game substantially more difficult than when you're getting that same 1 or 2 mana/second at 20 max mana -- with the lower max you can actually cast Mana Pool (and raise your regen) within a decent timeframe.
I fully agree with the 1000+ comments so far that doing well at this game is based far too much on your luck -- I'm fairly sure the only reason I won Challenge 18 was that I had Yog-Sothoth and City of Ry'leh in my opening hand. The challenges would be far better if the luck element was removed (set starting hands, stacked decks, etc.), so that they were reliant only on the player's grasp of strategy, and not on hoping the computer doesn't draw (and then play) the one or two or eleven cards that will kill you instantly on Turn 1. I mean, the situations are contrived enough as it is, we shouldn't need to make it a Luck Based Mission (see the TV Tropes Wiki) while we're at it.
The virus does three things: it disables most of your abilities, it slowly shrinks anything it infects, and it outright kills anything below a certain size. Therefore, if you get infected, eat as much as possible. If an enemy is too big for you to eat when you're at or close to max size, eat every other protein. You'll stay big enough to eat them after they split, and they'll split (eventually).
Eh. I Wanna Be the Guy does a better job of fulfilling the "Everything Trying to Kill You" and "Nintendo Hard" tropes. (Look them up, they're on the TVTropes Wiki.) =)
Divinefury: No it shouldn't. IMHO, if it's possible to get all the badges within 1 hour of badges being released, none of them should be worth a full 60 points. And oh hey, I just did so. >_>
The description for the second hard badge is oh so true. The ones that kept hanging me up were the fifteen-ish levels above #50 that I had resorted to a guide for. And 15 "bad ones" out of 100 when you need to get 20 "good ones" in a short amount of time is worse than it sounds. Throw in "Bowling Ball" and "Star of David" and it just gets nasty.
The helicopter's sound effect doesn't loop quite right on my computer -- there's a noticeable change in pitch and a very slight pause. The weapons (particularly the early ones) should be a bit cheaper/stronger/faster, and some of the high-level specialists could stand to require a little less "rep" to hire. But other than that, a solid game.
Lecor: See how Krax' Death Watch skill inflicts 24 thousand damage over 500 seconds? The Emerald Crown quest item reduces that to 4 thousand per 500 seconds, or 8/second. Rather more reasonable.
I've noticed that, especially when the AI has a large amount of cash to spend, the amount of time the computer takes to switch control back to you after it moves all of its existing units (and maybe producing a few more) increases dramatically over time. Any particular reason?
Other than that, great game.
To everyone complaining about the steering (or slowness thereof): The game is (to a certain extent) emulating real-life vehicles. There's a reason NASCAR (etc.) use banked turns -- at those kinds of speeds, you can't turn very sharply or suddenly on flat pavement without going "crash & burn" on everything on the outside of the curves.
Mostertman: When you go to Continue Game, look at the picture on each save file. 1 black balloon = easy, 2 = medium, 3 = hard, lightning bolt = Thunderstorm, oil rig = Fuel of War.
If your whole web collapses, it's because there's nothing holding the strands "taut." If one end of a strand becomes unanchored by something snapping, that strand will also break - if you're depending on just one or two straight lines in the whole web, urdoinitrong.
So. Horribly. Glitchy. The kick doesn't always stun, enemies can let off one last attack AFTER BEING DECAPITATED, and the game might decide to drop four or five enemies on you at a time - IF you're lucky, you'll be entirely unable to attack while they carve you into a bloody pulp.
Bah. If you're going to make it so that the player can't change the direction he's facing of his own volition (and only make it so he can block attacks from the front), then 1) Don't surround him with ranged enemies, 2) Don't let enemies move inside the minimum range of his attacks, 3) Don't let any one enemy both recover and attack faster than it is possible for the player to do so, and ESPECIALLY 4) ALL OF THE ABOVE. 1/5.
Good in concept, horrible in execution. That thing where it takes longer to absorb a boss's power than it does for the boss to start shooting again after it kills you? Worst. Feature. Ever.