I would not have finished this game without 'r' for restart. Best feature in the game. Mostly necessary since a good number of the levels felt like they were designed to annoy people with laptops, low quality mice, or otherwise any inability to very quickly and accurately move a mouse.
It'd be a lot better if I didn't have to mute it if I wanted to hit the notes, because the music being half a measure off meant that I did *better* humming it myself and playing it than I did listening to it and playing it.
The last level was a bit of a nasty move for people on touchpads.. mess up *once*, and you get reset to the beginning, combined with no pauses. All in all I liked it, but there was more "well I know what to do but actually doing it is proving problematic" than in previous games, which I didn't like so much.
"There is something in the way". Is it really that hard to implement a basic A* pathfinding system? Sure, the first time I did it it took like a few hours, but that was because I had to look up how to do pathfinding in the first place. It'd be rather nice if characters went *around* things automatically.
@Ashelia: You don't have to be smart in geometry/physics just to play this game... you can be good at it for other reasons (like, for example, doing physics research as a career), and this game is just a perk :-)
What is the point of being able to independently vary epsilon and mass? Unless you're using a G*m1*m2/(r+epsilon)^2 hack, in which case it'd be nice if that was explained, since it's very not like gravity.
I'd prefer if things didn't insta-kill me as soon as I entered a level. Other than that I like it. Also, same music as that AI battle bots game from a while ago.
If you're going to include an arbitrary ceiling, please mark it. Just about every time something didn't work properly, it was because my paddle didn't respond (either because it was being stupidly slow or because it hit the ceiling.
1. I don't really get the usefulness of large cannons; puckle gun was the only useful one I felt. 2. I'd like a click-and-drag for making walls/placing units.
3. In my case endless mode became unplayably laggy at stage 41.
4. For some reason, it didn't really drag me in.
5. Even so, it's a very well done game.
My only complaint is that it gets a tad repetitive with *all* of the exactly the same battles. 10 seconds of walking followed by 10 seconds of killing something and 15 seconds of a victory screen is a kinda annoying cycle. (Especially when I could do the battle without looking at the screen).
Bugs keep making me have to restart the game, but it saves, and is quite a good concept, so 5/5 anyway. Also, the differential rotating frames give some quite awesome tactical decisions (IE, in a slow ship you will go sideways faster by going down and then back up).
I like the gravitational strength, but a minimap or some other sort of thing would be nice.. maybe an arrow showing grav strength and direction (so one doesn't have to move a bit then stop and check repeatedly). Also, NAAA NA NA NANA NA NA NA KATAMARI DAMACY.