If you have any major troubles with any encounters, have a mage cast animate shadow, then have the mage and the shadow repeatedly cast soul siphon.
It takes a few turns to kick-in, but the enemies can then only wait a turn or auto-attack for the rest of the encounter, and bosses aren't immune unlike with stuns.
Tactical TBS will always have a zen cushy place in my heart. If for nothing else, I give this game my recommendation. I also commend the makers of this game for taking on the challenge of 3D game development in flash. I have a few serious critiques though.
3D was a bad choice for this particular game as it unfortunately only seems to get in the way. The second level was bar-none the hardest level, exemplifying the lack of smooth difficulty progression. By level 3 I could do 32 damage per attack with no monster requiring anywhere near that much bullet damage to kill, exemplifying a lack of mechanic balance. The mechanics were much less tactical than puzzle-based, which while certainly interesting is probably not quite as enjoyable as full tactical or full puzzle. As previously mentioned a few times, turns are slow and a method for skipping animations would have been greatly appreciated.
I will give them, that they had nice art/music, but this was not much of a game. It was more of an interactive experience, and a short little ditty at that. If it was a college art project I would give it an 'A', but the game mechanics and overall playability design were not there. I did think one of the mechanics was actually quite unique. The 3 spinning circles puzzle was one I had never seen before. --So quotes to that.