For everything Penguinz delivers, it has half as many drawbacks, half of which revolves around how the designers seemingly threw it together without considering where they could expand upon... and what they could have done without. The track loops very poorly. It needs an action-script gotoAndPlay that playbacks at a proper cut-off point, or tweak the track through a freeware sound file editor like Audacity. Don't feel bad; many flash designers fail to edit loops properly. Now, for game design, it's an arena-styled shooter akin to defense games. The swarms get bigger and bigger and you must find new ways to handle each wave of adversaries. Occsaionally, a boss proves troublesome for the unwary. This game requires more arcade-inspired mechanics to flesh it out. The game has diversity of munitions and minions, but not in environments. It's hard to tell if hills add strategic depth since character running speeds do not adjust while climbing up or sliding down. Sliding down slopes and ramming enemies would be cool. Improving enemy AI isn't such a bad idea, either. They just run in and strike from a prescribed distance, mob tactics with little chance of handling superior firepower. You can easily pick them off with the minigun. The arsenal is also imbalanced. The minigun trumps all in terms of efficiency and safety; even the chainsaw--with theoretically unlimited ammunition--is a death wish because melee doesn't work! Not a bad game overall but it really needs some things to be drastically fixed for a sequel.