At first, War seems useless. The amounts are tiny compared to my own production. But soon, War winnings dwarf anything I am producing, except for Weapons.
In the original Red Remover gameplay, you never needed to be precise with your mouse position. You did need to be precise with timing sometimes. In this version, you need to do both sometimes.
That's neither good nor bad, but it will mean that different players will prefer one type of gameplay over the other.
I found the last level very disappointing, mainly because it felt like it belonged to an entirely different game. Suddenly, my thinky platformer became a twitch-timing platformer.
It would have been a fine last level if the rest of the game had been in the same style. Instead, it felt like a betrayal.
I wouldn't have been so annoyed if I hadn't liked all the other levels.
I like that most levels present me with one hard challenge that I have to try several times before completing. I do *not* like that level 50 is a sequence of multiple such puzzles in a row. In order to even attempt the later puzzles, I have to attempt the same painful things over and over... boring and very annoying.
This was particularly surprising since the rest of the game felt like a very good balance for me.
I finally won 4 when I changed tactics entirely.
Sword hides in a corner, and Shield does his level best to trap sword there. Let the dragon come to you. If Shield gets behind Sword, go to a different corner to fix it.
Important safety tip:
When you retry a level, you lose all your ammo, but you don't lose all your cash. So don't buy ammo you don't need (especially rockets and nukes).
This can destroy your game entirely if you buy lots of ammo. Suddenly losing on the last level means having to replay the whole game. Very annoying.
It is an Exception, Because it is related to flow of game.