I know! I'll have the player spend hours doing the same slow minigames over and over to grind up 3 characters, and then the actual game will play out in long cutscenes that the player has no bearing on, only how much grinding they've done. That sounds like a fun game
Pathing is absolutely horrible. Units frequently get distracted from what you tell them to do unless you keep clicking the objective several times a second, and if there aren't any distractions, then they take the most scenic route they possibly can to get there, on one level walking around the entire town before looping back to the entrance and going down the path to the enemy base
I had to go make some tea, so I started the next launch and then left him to continue without me. I came back 4 minutes later and he was about to hit the steel door at the end of the snow stage, and had $13,000, and had completed 2 missions. I feel superfluous.
We should be able to jump if the wheels are close to the ground, not 'only when directly in contact'. So many failed jump attempts because you're a millimetre off the ground....
Almost entirely luck based, and neither achievements nor levelling up give you any kind of gameplay bonus. Could have been good if it weren't for this massive, gaping flaw.
I'll be honest, the blue workers are one of the main reasons I keep playing this game. I get a warm feeling everytime they announce a job complete, or hurry ofer to a new task saying 'In a jiffy!'