Such a shame: why on earth not have a grid-based component-based building system along the lines of Pontifex. This could have been brilliant, but the shaky hand-drawing and opaque physics just makes it feel arbitrary and frustrating.
Nicely done, plenty of great touches, but ultimately too easy and a little lacking in meaningful choices: grind, buy everything, level everything up. Satisfying and fun, but too easily reduced to a routine after a while. And increasing the challenge basically by increasing enemy numbers and stamina gets a little dull, especially when the screen slows down, and then slow-motion makes it even slower...
Fun game, but the key problems with this genre are to do with pacing: the exponential increase in time you have to sit around for staring at the screen on long later turns, and the dull grind it takes to get into the swing of things. Also a shame to go off the screen vertically: more fun and rewarding to have a nice tall environment scrolling up to 100,000 feet. If someone could crack these issues, we might have something really interesting on our hands: I think making high-scoring turns take more and more time is not the answer.
I really CANNOT believe there is no restart button in the menu and I have to reload the page every time I want to begin again. Which I do, often, because a dreadful fist day makes going on pointless. Am I missing something here? This is a pretty basic point for a game in which you cannot lose...
Very nicely done, satisfying, addictive; only thing I dislike is the arbitrariness of getting all the badges; surely such great mechanics could have had some more cunning variations and modes to tease out the interest and challenge for longer?