Also, the GamerSafe system has been disabled as far as I can tell (since it says you need to play off their website to use it in game), so somebody probably needs to update the update ^_^.
I also started thinking Mario when I noticed most of the bricks can be destroyed with your head and the coin blocks, but most everything else is just there because of the theme of the game so it all flows together. First time I can recall seeing a spinning Chinese coin in a game, too, which is neat. Will have to look again when I'm in the mood.
If I hold down the mouse button while flying over junk, it should all be converted to xp, not just the first 2 seconds worth. XP requirments for base should probably be a little lower because of the time it takes to fly stuff there, maybe heal a wee bit faster too. Aside from that, pretty good.
I didn't get fragmaster until I went to the in-game achievements panel after winning (I was going to take a screenshot of the 'you've won the game' thing in there to submit with the badge request, and then the badge was there :D)
It's ok; better than the first two which were more prototype-y. Reset sending you back to level 1 is kind of harsh, though, and I don't think I like the "score X or start over from the beginning" thing in this.
I got stuck on level 3 (for the moment) and walked away; had to come back and mute it because it kept auto-losing because of the floating blocks. ---- Having a way to get back to the help on brick types without starting the game over would be cool, too.
I see the spacebar requirement got dropped in this version, woo. Things I'd add to this version: tooltips for the commands, and possibly keyboard shortcuts for them? (W,D,A,S,E/Z,1,2,X,C in toolbar order) or at least a "hold shift to place multiple" feature? (E for use, Z for zap)
It is a basic match 3 game (Hey, they have a tag for that :D), with a couple little twists. You can move pieces without matching (which I've only seen in Puzzle Pirates's bilge puzzle, where it costs you), and new pieces fill from the bottom on demand only (so you can move pieces into the air to have them drop.)
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Atmosphere is nice, the day-to-night background timer in particular.
Destroy Elevator: Toggle the up/down diretion quickly. Holding down use/down should do it. And yeah, being able to fix it would be great. At least, a repair item at the bottom of ones that you need to go up to continue for.
What the heck is the difference between this version and the other one? I played to level 9 (the part where the "StupidAnnoyingRepetitiveBoring" took over) in both and couldn't tell a difference. Deflection mechanics are pretty iffy, too. Don't make people trial-and-error that for the first time after some obnoxious precision deathtrap crap.
Umm, there seems to be an issue in the last level where its possible to take a path that closes doors on you so that you're locked in the area with the room with the two extra AR clips, near the beginning of the run.
Um, game-resetting permanent death is a big turn off on a game that otherwise saves your level progress and has so many level challenges. Plus, whenever the death countdown starts, you can just pause and reset the map to avoid the penalty. I also had trouble with the wheel stopping to spin after a while.
The stop-on-a-dime-when-hitting-other-direction thing is odd, but the ramps for jumps would be a lot more frustrating without it. Only thing I couldn't figure out is how to go up the upper-left-most ramp on the last level.
Hm, I think there was some music there, but I couldn't really hear it over the FX. The rear shot was nice, but the fact that it only shot 1 out of 4 times or so made it really hard to aim without stopping shooting. Couldn't get past many of the seeking enemies.