needs a better cancel button - maybe an actual button on the screen? Alternatively the gates need to be easier to individually select. Possibly queuing mechanism to manipulate scheduling?
keep getting stuck with a layer of crystals - level 5 seems to be my wall. The random magic keeps either populating the untouchable useless bottom layer or effects the top layer without helping.
Teleporters spawning on top and auto-slaying basically ruins it. Have them do less damage or be forced to spawn a distance away from the ship. Too many shooter games fail with the spawning on top - it's too old of a problem for game designers to pretend that they don't know about it.
what's the point of the random garbage green missions? If I wanted a gambling game I'd go play a card or dice game. Since none of the upgrades, etc that I have worked on apply, can the green missions be moved to another game entirely? Or at least not stop campaign progression - not worth trying again and again for the dice to come up my way.
OK, some sort of balance on starting blocks. Just got run over as I was given lots of heals and anti-missles but could not get even a single offensive weapon enabled before the ground attack.
Game needs a lot of balancing.
all of these games have desperately needed a quick reset - when I reset from a miss, I don't care to look again and again at the castle. Eventually the irritation at the tiresome reset from trying to get pixel-perfect becomes the primary focus of the game and detracts from the fun. This has been commented on each and every one of these games - maybe quick reset if a mouse click while focused on the castle?
flying zombies are main threat - tough, very fast (appear almost at far left), and dish out lots of damage. Lethal combo is 3-5 floaters randomly stacking and landing at near top of map - not much can kill them in early game.
watch out for the star in the upper right of the big boss level - sandwiched between the reset and mute/unmute button. Hard to spot, and somewhat intimidating when everyone's dead (finally got the big boss) and it's the final start left.
Good graphics. Like that you put off for many levels the stereotypical 'teleport enemies right on top of you', and the circle warning at least gives some hope of dodging them.
Need either larger field or shorter enemy ranges (preferably larger field). Even with a reasonably upgraded weapon/damage enemies can come on screen and be firing before they have been engaged or destroyed no matter what at some angles.