So, I managed to play!
- Tall enemies in the lower levels seem not to attack if you don’t move?
- Starting from level 5, the tall enemies that can move and shoot are suddenly super dangerous; I feel the controls are too uneasy to respond timely, because you have to switch between D to gain action points, and then the arrow keys to move and the mouse to aim (+ Space to shoot).
- The variety in weaponry is nice, but the fast action makes it difficult to appreciate how your current weapon operates; the time span is too short to really take a look at the lower-left drawing, except when the enemies are motionless.
- Weirdly enough, the dangerous enemies I mentioned come to a halt after some dice rolls! Is this a bug or normal?
- Ah, level 8 is good to show the tactics of getting covered behind ‘oppression field’ (= blue)!
Managed it by getting near the middle of two vertically aligned enemies, preparing the mouse in the right location, than going back and forth. - Landmines seem to only have little to no use here, but I think this depends on level design; surely useful in ‘corridors’ against the tall enemies.
- Ironically, I get the defeat message/epilogue far less often (just once as I am writing this, in ‘special’ level B!) since I know pressing Space makes you shoot; I think pressing Space at about defeat time skips the message. Maybe there should be some delay for keyboard triggers so that you let the player see there is a message.
- By the way, I still cannot figure why the last level is called ‘B’. XD
- Level B seems nearly impossible, I confess I am giving up on beating it… Question: is there some ending after? :)
I think the game has potential, but something ought to be done about the controls and/or whether to add some kind of waiting phase between turns. Actually, once you get how to play, the levels are beatable, except for the last one, but against the most powerful enemies (those that resemble Zelda’s Like Likes; unmoving and spraying heavy fire regularly), it boils down to alternating between duck and cover and shoot. I tend to think making it a bit more turn-based may help injecting more strategy and more welcome pause for the player, but it depends on whether you favour the action or the tactics. ;)
Oh, by the way, I had not said it in my first partial review, but I like how you made a whole story about the game, and the visual style; the game has a real distinctive identity. :)
PS: rereading the game page: by the way, is there a difference between red and yellow fields? I did not catch it!