Not a bad concept, but it seems unresponsive to key presses some of the time. Also the movement of the blocks seems to slow down and speed up from time to time.
Clocks are a sound puzzle, if you play with no sound you are probably out of luck. The shop clock doesn't appear backwards any more. Of course the ending isn't much of an ending, so just watch the walkthrough if you are stuck on the cart not working due to the time of day.
The original fl0w was better because you could move to more challenging levels in a logical way. This one too open ended, and there's little variety or significance to the different creatures. I could not figure out the point of the green glowing halo, or what caused it to stay or leave.
This game is so unique in it's simplicity and the sheer adrenaline factor when you end up in a tight spot. I agree the guards should be a little smarter to make it feel more realistic. But the randomness can work against you as well.
I see from other comments that the whole, watch the battle and kill the survivors aspect, just gets bigger and longer. There should be more ways to influence events. When i tried to jump in and tip the balance of the initial battle, I just got slaughtered. There should be ways and times when you can and need to intervene stealthily to end up beating the level. And every level shouldn't feature the 'I walked up on a battle scenario.' Maybe you could lure npcs into a fight at times, but some levels should have a different approach.
After trying the auto-shotgun about 5 times with the reload mod, I failed with 199 being my best. 1st try after that practice with the Gau-8 I got 278 and the badge. I had to reload about twice which involved some running around, but, on net, being able to shoot 999 times was better than reloading faster for me.
I can't rate this very highly because if you just look at the content that is there, it has practically no story to it. I'd like to have seen a story with a beginning, middle, and end. I think it's very limited by the fact the author is just trying to make us curious about his book.
Minor bug, if you equip all passive skills, the icon for the last 'press to activate' skill remains on the lower right, but does nothing.
Suggestion, if you mouse over your equiped skills, it would be nice to be able to read the description.
Looking at the guide, resources are awarded per hit, so you are way better off to create a mass of smaller stacks and get far more resources by prolonging the battle. I don't see why it should be that way, but it solves one big problem I was having in advancing.
I found myself trying in vain to grind for resources. I had very upgraded units, but not enough resources to make several lines. The enemy had 3x the troops I had. Going back to earlier levels to build resources was minimally effective.