I love this game - the presentation, music, simple but sometimes challenging gameplay. I'd pay $5 for it but I think $15 is just a bit too pricey given the kind of mass budget commercial games one could get for such a price. Still it's refreshing to see this kind of old school gaming again where it's just about one developer and good ideas.
I really like the concept of this game but way too easy as others have said. I beat it on the first try on wave 2. Maybe I was too eager to keep upgrading the balloon and low stamina wasn't too big of a problem with the assault rifle I was using so I didn't bother to sleep so much. The turrets I got were already doing most of the work killing enemies for me.
The game had beautiful photography which was the most attractive point for me. However, it reminded me how much I hated Myst with its counter-intuitive puzzles. Also nothing all too exciting seems to be happening with the story. I spent the whole time running around just to build some teleporter device? I hope the next one is better. Still, the images are lovely to look at.
This is a very nice game with very attractive graphics and smooth controls. It's a bit simple for my tastes. I would have preferred something with customizable ships, upgrades, and things of that sort but as a desktop shooter it's really nice.
Nice game but it really does turn into a grind later on and it takes so many shots even on colonel just to destroy one ship even with full upgrades. I would have preferred that enemy ships can be destroyed more quickly but in exchange do a lot more damage to keep the game challenging but less tedious.
To improve the game I would suggest that the level ends when all the blue squares are lit up, even if there are more commands to execute. Also it would be cool if scores were measured both in terms of number of commands contained in memory and processing efficiency (how many commands were actually executed).
This is cool but for people experienced in programming, the fact that the level doesn't end until the bot finishes executing (despite having lit everything) really does diminish the ability to write really clever programs which can solve even the most complex levels with a very minimum number of commands being executed repeatedly (infinite recursion).
This is a very nice game but I think the timing for the last two levels was a bit too difficult, at least for my taste. I had to stop playing the game for a while and come back because the last level was driving me crazy. For those complaining about the puzzles, the puzzles in this game are not very difficult. It's just the timing that can be a bit tough. However, if you find yourself in a situation where you need near perfect timing before the last two levels of the game, you're doing it wrong and haven't figured out the right way to beat the level.
"As a tip, think about why there are so many steam generators and [...]". Sorry, that should be steam detectors. Also level 13 isn't that hard even though you start off with so many items. My friend took forever beating it but he was trying to approach the level too linearly (A to B to C and so on). For that level, I'd suggest thinking about what items definitely belong to one single place so that you can go ahead and use them and significantly narrow down the list of items you are working with.
Have to disagree with GigaDramon. Level 14 was difficult and there is a bit of 'noise' in the level with all the extra unneeded steam generators, but it was that extra unnecessary stuff that made that level particularly challenging to figure out. Also no bug is required to beat that level. As a tip, think about why there are so many steam generators and keep strongly in mind that the only source of power in the whole level is the steam generator.
... for instance, if I die, I can only say that the enemy was too strong (or maybe I just had a bad roll from the rng if the game uses one). Beyond that we have no idea why.
Is it because the enemy has really high damage and low hp and our health/defense/evade is too low? Is it because the enemy is a tank and our damage is too low?
Knowing these kinds of things by having some more indicators about what's going on in a fight would make the game a lot more interesting, I think, and would make the exploration of different classes a lot more rewarding.
While being an idle game, I think it would be dramatically improved if it showed what was actually happening when your character is fighting like the enemy and player's current health along with how much damage both are taking with hits and when those hits are evaded. Then we could at least see how battles are going in various areas when we are actually watching the screen and also get a better idea of how the various stats are affecting battles.
Since the class (and hence somewhat the stats) are the only thing you can control in the game, that might at least make things a bit more interesting. Otherwise it becomes quite a mystery why I bother playing this at all since I can't even tell what's happening and the stats are mostly just mysterious numbers and the usefulness of classes is mostly unknown with the exception of how high the numbers are and how they grow with each level.
Actually necros don't really level up slower, they just don't grow much from leveling up. They have the highest starting stats making them the strongest class to start, but because of poor stat improvements from leveling up, they become the weakest class at higher levels.