deliberately creating a process heavy flash game, but not having an option to tone down the quality is the dumbest thing i've ever seen and is the antithesis of what flash games are all about.
the game is just as addicting as the first, but i have gripes with the resource counter. i think it needs color like the first to clearly distinguish at a glance the available resources, and maybe multilayering too so you can easily see which is your total resources and which is your resources per turn
seriously, quit bitching about the option to pay. its an option. i hit lv 30 in the three times i have 5th period at school after i've finished my work. that's like, what, three hours? its just incentive to keep playing
well, okay, here's the thing. it's pretty gilded as far as artsy indie games like this go, and its kind of tough for me to decide what exactly it is. i want to say there's no rising or falling action. or maybe there's just no climax. or maybe the entire game is climax. either way, it doesn't really pan out correctly. i understand the games only meant to be played for a couple minutes at a time, but there's a lot you have to jam into those couple minutes, and its just not here. even a couple of seconds of prejudice towards the alien would make the player really care about it.
dialog is painful to read and controls are garbage. the reason it's "unique" is because the controls are so rubbish that no one has said "hey, this is a good idea" before.
the game is nowhere near unapologetically hard, it was pretty easy actually. I like the atmosphere, the concept, and the story, but the puzzles need a bit of work, and the games need to be longer as well
this game has nothing to do with luck, it's all about reaction time. it's possible to jump over bombs, because you can hear them coming. it's possible to jump through a window because you can see them coming.