This Impossible badge is rather easy if you play in Casual mode with the Interceptor. Go with an offensive loadout (scraping -> attack power, + boss damage, + secondary damage) for the majority of the game; switch over to a stall loadout (emergency devices, scraping -> energy, bullet slow) for 4-3B and 5-3B. 5-3B is the only real challenge with this setup.
The best part was where I landed on the page and immediately experienced a sinking feeling as I realized something was wrong. That sort of atmosphere is unheard of in the dreck pushed out by today's gaming industry. Five stars.
An easy way to get the Archmage achievements: Play as Goblin Chieftain and rush the opponent with Goblin Saboteurs in every open slot. After a few rounds, the opponent's options will be severely limited, and you can take your time to earn most of the achievements.
I'd recommend restarting the match a few times until you have at least Goblin Saboteur and Stone Rain. Jade Statue is probably the best starting card for this strategy, as Stone Rain + the Statue will completely clear the board in a single turn after you've finished setting up.
I set the opponent to Chronomaster, since their specialty cards aren't particularly disruptive to this strategy, but it would most likely work against any opponent.
I am going to give the developer a line of code that will change their world forever: "removeEventListener(eventType:String, listener:Function);"
Seriously, there is no excuse for the game trying to load multiple races at once, apart from sheer laziness overwhelming the coding process.
For those of you having trouble with the octopus, make sure all of your physical traits are maxed out, and only attack the tentacle in the very front; otherwise that tentacle will most likely stop you from being able to reach any of the others.
I got all the badges but I also got Carpal Tunnel Syndrome from clicking repeatedly. I agree with tigereye504, it's hard to get behind a tower defense game where the most effective strategy is to just bomb the crap out of the enemies at once. A splash damage tower would have been a nice option.
I don't know why people seem to have such an issue understanding the game. It's really not that difficult to grasp, though I admit it's not explained very well anywhere.
My biggest issue is that you can't really do anything about the enemies, especially the big one that lunges around and can't be killed even by level 3 blades. He has the annoying tendency to take all of my segments instantly by jumping on top of me.
I can appreciate random stat distribution, but it's a pain to wait about a day for a level only to find that absolutely no progress has been made with his stats.
The idea of a "level" is sort of meaningless if it can increase without any improvement whatsoever to your character.
That said, I think the game could stand some re-balancing, i.e., making sure that a character's stats are within a certain threshold upon level up.
I wouldn't have chosen Monk if I knew my bad luck would result in low stats despite his supposedly high stat growth.
Nobody seems to have mentioned the fact that the amount of time it takes to type in the names of some of the objects makes the last badge much more difficult. If I just needed to identify 20 shapes, I'd have been done on my first try.
The badge should be marked impossible, when only 2,000 people have earned it, and a single typo can lead to a loss. Not to mention, the game is very picky about which words you use; having to type "glass" rather than "cup" confused me greatly when I was playing through the levels.
Greece 9: Cut down both green balls, then cut down the silver ball in the upper right. Before the silver ball on the upper left knocks the second green ball down, cut down the red ball. You can figure it out from there.