stun system - really good. there was some lag that made it difficult to tell when the orb was going over 8, but the animations were really, really good and the cooperative, collaborative nature of the orb use was also very good. simple coordination, sure, but getting it together enough so that the meter wouldn't go over 8 encouraged communication and made it feel like you were working with the other people, not just in parallel.
I also liked that it stunned the rook to delay it, instead of being an damage based attack .. which leads to ..
prime shrine, donate system - using the shrine to defeat the rook was good. doing this via donations was .. well, the fact that it was so clearly an economic drain hole kinda took me out of the game and into meta-game territory. that's probably going to be fine in the long run.
the thing i did not like at all after waking up this morning and thinking about this was the damage popups. the idea of zapping the bad thing and doing 'damage' to it seemed really out of place in the game, and it felt cheap. it isn't even out of an aversion to violence on my part. i play D&D and many other games where the core mechanic is dealing 'damage' to enemies. in the case of D&D i tend to describe really gruesome "Dead Alive" style deaths for monsters. i like playing these games.
it's just that by using the 'damage' trope, Glitch puts itself in the same category as those games for a moment, and fails rather dismally. it's like you're trying to do pseudo-raids in the style of World of Warcraft but without a truly compelling combat system.
donating to a shrine in order to zap the bad thing is just so indirect for something alluding to combat. there's you, and then the item you donate, and then the shrine, and then the attack [enabled by the priming] and by the end of it there are so many intermediaries between you and the rook that the whole 'battle' seems detached and awkward.
maybe the feeling should be more like building up an energy field akin to using sandbags to fight a flood or fire, rather than shooting arrows at a dragon, which is the current heritage.
lack of reviving ailing animals and plants - i really missed this. this increased the sense of overall danger and was a very unique way of 'doing battle'. it also felt like you were more involved in the conflict, since the injured butterflies would talk with you and you'd deal with them on a one to one basis. very direct feeling interaction. almost personal. it also got people moving around the street, rather than clustering awkwardly around a shrine.
client performance - abysmal, but that's a technical challenge i am sure the devs are aware of.