Finished! Great game! Relatively easy for most, too easy for others. A couple challenging levels. You should change some of the percents; it was not necessary to complete all of the pictures. The level that required only 50% was dumb because of this -- the player does not have to actually figure out how to recreate your image, they can just go for bits and pieces of it until their percent raises above 50.
Okay, the end sucked. I ended up just 'end day'-ing the last thirty or so days, with one commander on each of the gates... meaning every attack was one-commander-able (not difficult). I'd have liked some sort of boss wave (perhaps the very one you said came in the 'epilogue?'), because without it there wasn't any challenge the whole game through. The hardest battle was the first.
Pretty neat. To make it better, you should implement a sort of queue that shows us the next, or next two problems. At the beginning it's just a matter of reflexes (interpreting the numbers that appear), rather than 'doing math.' The player could perform at his or her best if the problems were written out in advance. Also, I'm not sure how they're ordered difficulty-wise after a while, because something pretty tough like 17*35 (at least tough for me) can come up, and after spending 5-6 seconds on that one, the next problem is back to something like 14-14. Either this weird ordering shouldn't happen, or there should be different difficulty games -- a test with all 'easy,' a test with all 'medium,' and a test with 'hard.' Then there would be less of a random factor in the player's score.
Great game. Better levels than Frantic offers. I played with iPod on, so I can't comment on an apparent lack of it. There were two problems with the upgrades: I had no idea what kind of damage missiles were doing, so I sold them and ended up beating the game without having them, so having some sort of numbers would be nice. Secondly, the defensive upgrades are overpowered. By spamming the maxed defensive wave, even the last boss was pretty much unable to hit at all.
I love Picross, and I'm happy that you made this game! ... but it's not perfect. Having to click something in the bottom left to change color/put in X's is annoying. I also think that the numbers on the outside should fade when all the squares they point toward are filled in, instead of how it is at the moment: those squares must be filled in, and all blank spots require X's before the number(s) on the outside will fade. Anyway, 4/5
Boring. Way too easy after... well, it was only hard for like levels 9-10, or something. The enemies seem to actually be getting weaker and weaker, and they're not coming in larger mobs or anything (though that wouldn't help them because of AoE skills). I thought I'd go ahead and beat it for the hell of it, but it's taking too long and I've decided it isn't worth it. 3/5
The Y-tilt affects horizontal speed, meaning you would always want it tilted as far down as possible if this were a racing game. Looks really fun, though.. I had a good time jumping from one corner to the other :D
Fun & well made, but the 'RTS' part was pretty nonexistant, and there were barely any threats. Much too easy -- by the end dodging bullets wasn't necessary anymore.
I was taking many people's advice of going medium speed, and I made it through five windows, to find a gap way too big for my medium speed; death at 4490 :[