Re: Worldkiller – a short review
The first problem is physical, the representation of height in the squares is an excellent idea but in order to fit in seven levels ships which are in the same square with one level difference overlap each other by half a counter. When you add in damage counters on many of the ships and the clustering that the human ships must engage in to get their defence benefit things can get quite awkward.
Why don't you try colour copying the map up say 120% and that should help ease the congestion?. I do this for a lot of the old SPI games in particular and it seems to assist making the play a bit smoother.