I feel the game is well put together, though my I have three minor complaints. The first is that, while the range of units is stated, I still don't know what it is. Some sort of line on the field for how far an archer or mage can attack would help me better place my traps. Second, if you focus fire, your archers aim at the cursor, not at any enemies, which can be a problem when you have to be fairly precise targeting enemies with it to hit them. It should only focus on that spot if there are enemies in the circle. Third, sometimes after stopping using focused fire, the archers will stop shooting entirely until you click several times somewhere on the field. I find this happens particularly after a wave ends and a new one begins. Other than these things, the game is great and I look forward to the next project.
1. I thought there's no need in it: units cover almost whole battlefield, and red\black mages about a half of screen.
2. It was made in this particular way to make a special "focus bonus": If you target a group of units using focus fire, each arrow has a probability to pierce through its first target and hit another.
3. That's really weird. You are the first to report this bug. By the way, try to reload the web page an check whether it still occurs or not. Thanks.
One thing I would like to see is a proper exit on floor 80, once the boss is beaten, or something of the sort that would automatically sell all non-artifact items, potions, and ingredients, equipped or not upon dungeon escape. It doesn't need to be for any other floors - only the last, because there is simply no opportunity to sell them before that point.
Why would you not allow the player to pick who they are targeting? If I am using a skill that deals 2500 damage, I'd like to use it on the enemy with 2000 health left instead of the one with 100 health left. Without any sort of selection, it's just point and click with upgrades. An idle game without the idling part.
I found the game enjoyable, though a bit lacking in some of the shortcuts one would use when accessing an actual database from a command line prompt. I also did not like that I could not enter any commands while the camera was up and that I could not move any of the .jpg files elsewhere on the screen (or even into a panel on the side) to fully read the text without closing them. Nonetheless, I look forward to the next game.
What helped me through this are two things. The first is that I put it on mute to ignore extraneous sounds and imagined my own beat corresponding to when I hit space, turning it into a rhythm remembering game rather than a twitch reaction game. The second thing was just remaining calm and ignoring what was coming up, focusing on getting past one more spike or obstacle. Once you do it several times, you learn how to almost automatically get past some parts.
After a while, money becomes worthless as you buy everything that isn't a consumable. I would like some use for it - perhaps being able to "buy" training (exchange it for experience).
I would greatly enjoy it if there was some sort of reason to get the in-game achievements. Even something minor, such as an additional 10 gold per achievement at the start of each map, would make it worthwhile to play for them.
I found this game immensely enjoyable. I feel the most challenging aspect was truly understanding and getting used to how the time freeze works. I've already played through twice (including Nihil), and I would recommend a sort of "training area", where players can practice getting around single obstacles instead of attempting an entire level, especially since some obstacles are seen for the first time at the end of a long stage. A momentum tutorial might also be nice; it took me until level 17 to figure out you could quickly double tap c or shift for a slow descent while in mid-air. This was and is a great game, and I can't wait to see what's next.
I noticed that in endless mode, my units would take a random amount of damage about every 100m, even if there are no enemies on the screen. Would you care to look into this?
I would enjoy the option to sacrifice potions to gain experience, since I had many left over after nearly every floor. Additionally, during the final boss fight, if you take out all of the flies with a single Astral Disruption Spell, the game freezes and needs to be restarted.
I have no problems with the game itself. However, especially after playing it for a while, the load times become very slow. To help fix this, I would suggest adding options such as being able to disable battle scenes.
I would like an option to turn off the battle scenes. Seeing the health of enemies and the damage enemies and allies take is helpful, but on higher floors with multiple waves of six enemies all constantly moving about does make things a bit slow.
This game seems mostly about luck, with just a tiny bit of timing involved. I feel it could be much better if a person was able to lean the body of their wrestler a bit so that, once someone is in the air, they actually have a bit of control.
I would also enjoy being able to hold down the mouse button to change multiple blocks to a blue square or red X. This would save a lot of time on later levels.
It would be quite convenient if I could sell unwanted items to the shop and/or other players. For instance, I seem to have stockpiled 10 repels, with no intention of ever using any of them.
It would also be great if I could battle some or all previously defeated NPCs once per day.
I do not see any place to compare the power of various moves besides actually testing them out in battles. If there is such a place, where do I look, and if not, could a move encyclopedia be added?
Once you've paid off all the debt and bought everything you can, there's no use at all for your money. There should be some sort of item shop that you can spend that money on.
1. I thought there's no need in it: units cover almost whole battlefield, and red\black mages about a half of screen. 2. It was made in this particular way to make a special "focus bonus": If you target a group of units using focus fire, each arrow has a probability to pierce through its first target and hit another. 3. That's really weird. You are the first to report this bug. By the way, try to reload the web page an check whether it still occurs or not. Thanks.