Has been said to have different cannon (splash, rapidfire, slow?). Would also like an option to sell back towers to reduce size (but keep later towers) or shrink castle - maybe some sort of castle builder where towers/cannons can be bought? Maybe having the short towers cost more as you buy multiples of them, vs buying the tall, expensive targets?
Stuck on the criminal case files. Tried even going to the walkthrough, which confirmed I was putting in the right file#. Kept giving me the press report error, so maybe some sort of bug? The press report icon worked correctly.
Penguins keep getting stuck on obstacles. Need a way to have them turn or slide by (or simply stop losing health if touching an obstacle if it's to difficult to change the AI).
Hotkeys and larger (upgradeable?) magnet effect.
Once you have the homing missles and shotgun it becomes playable - only because you can focus on dodging your sluggard through the enemy fire while the weapons automatically take them out. A more manuverable fighter or an early angle-fired weapon would make this much better.
Needs a faster restart if it's going to add the stupid flying boss. Nice gimmick to allow bouncing bombs back, sucks that any damage from the super-slow spray gun or the other bombs fire turns it off. The flying boss is merely an endurance exercise to see if you get lucky enough times to pass.
The last survival mission would actually be fun if you could get some upgrade power for each wave, instead of fighting the upgraded enemy waves with the craptastic basic weapons. Apparently your friendly forces are nearby, but they can't be bothered to do anything to help.
Take most damage from enemies teleporting on top of me -sure sign of garbage. Would like some sort of minimum range that they can appear at. Not any fun taking unavoidable damage. If that's the goal, just have a health leaking effect and be upfront about it.
Rocket targeting is exactly backwards - instead of firing 8 light warheads into the biggest thing on the map, it should shoot into either the closest or smallest targets. The rockets are somewhat useless on later levels because of this.
Did not like the lack of a readable guide. I don't want to go through lots of training levels ('how to slide a bridge','you need to connect the banks') to get to the behavior of the new blocks - the bomb blows up all touching objects, the grey strange-symbol blocks behave differently when shoved through a teleporting colorchanger touching instead of one-by-one. The reload level is irritatingly long when you're trying to trial-and-error the block behaviors.
I'd like to see a game where 'strategy' is not a synonym for 'choose the upgrades/perks exactly the way the creator thinks it should be played'. If that's the desire, remove the other options from the tech tree. Not a fun game to get overrun on day 50 because the wrong selection was made, and not enough replayability to trail-and-error the correct solution.
So you win when you realize the lagfest is never going to get better and go play something enjoyable? Seems like every bubble tank game has some crippling bug - the TD's have the screwed up targeting turning them to games of chance, the tank line has lag.
A good perk to buy would be 'remove idiot placing 'helpful' boosters' or 'reduce booster incidence'. Trying for hard badge, every ding seems to be from boosters littering my path.
Awesome game, endless mode would be a nice option. Enemies are hard to spot sometimes (and tell if they are dead quickly) - maybe always have their health bars visible?
Chibiabos, if the mission is the one I am thinking of, there is a gap in the defensive stars. From the third star to the right from the upper left you can send your ships through the gap to a shipbuilding star, passing through the ordinary star (and taking some casulties there). Then you can rapidly take out everything except the defensive stars and attack them one at a time from both sides.
Need to default (or be able to select) automatically attacking enemy units in range instead of attempting to convert spaces. Units will get slaughtered (as the computer defaults correctly to attempting to destroy your units) unless micromanaged, and as commented elsewhere the interface to select units is somewhat tedious.