THere's a pretty bad bug with regard to Party hiring; if you go through any fire and re-hire cycle, the game does not behave according to the status (hired/not hired) and it becomes impossible to keep your quests auro-starting. There is no easy way to get the quest auto-started anymore once this is ruined.
Recreation steps: quickly fire and rehire.
There really should be some kind of defense against magic shots. The difficulty curve ramps steeply into the Colosseum. There is poor balance between the different weapon types with regard to defense. Running around the map trying to hit magic users is fatal because the melee enemies get "free hits" on you, and stopping to fight the melee users guarantees getting hit by the magic shots. Potions are the only viable item to use to progress. For all the "choices" the game plays very linearly. Balance the game please!
1) Enemy MP scales faster than player's. MP gain should be faster for the player.
2) Experience gain slows down at higher levels. Grinding levels gets dull.
3) AI is terrible. I love watching my last living hero get cut down because she's too stupid to use her flipping shield.
4) The system punishes multi-track champs too much. Allow more branching/dual options.
5) The cure spell feels useless. If there was a way to repair armor... that would be much more useful.
6) The MP system is 'all or nothing'...either totally drained, or totally recovered... Forget numbers and just go with "have some/empty".
7) Selecting a target every move is tedious. Use a global party target. This would feel less so.
8) The block system really needs work. Shield bash is overpowered.
9) It would be nice to have more options to deal damage after losing only one limb.
10) Limb targeting should be random/chance to hit a different nearby limb instead of the targeted one.
**Thanks for the great work. Cheers! ^,^
Enemy block seems to be a little overpowered: it really drags the flow of the battle down. Perhaps block should merely mitigate some damage, but not completely negate it?
The difficulty curve is a little steep. Also, there does not seem to be much advantage to guns. also, the large map, but no ability to place sandbags further from the car make defending strategic points a nightmare on tougher difficulties. Also, there are hiccups in pathing cancellation that would cause my unit to run into unwanted areas while being destroyed, and i just wanted him to go the other way. GREAT concept all the same, it is enjoyable. Can guns not be placed? the "hack" gun in the middle does not seem very reliable. What is the indication that the gun can fire for you? why does it randomly stop? upgrading guns and satellite do not seem to give much benefit other than being a resource drain. also, there is simply not enough time between waves at the higher levels (on normal difficulty) to retrieve your objectives, esp when you need all of your units as gunners.
level 20 = impossible. if the enemies were separate teams it might be possible, but seeing as they are allied against you, it is literally impossible to beat.
pause when you accidentally click out of frame would be nice... few pointless deaths due to enemies too close to edge of screen, particularly just out of elevator.
Charmed enemies usually just stand there doing nothing, instead of attacking you. Although charmed healers do heal you, charmed melee units aren't much use to you in fights (usually). I believe this is a bug that needs looking into. Great game though!
The physics in this game are horrible... in mario your jumps are as high as long as you hold the button down.. in this, every jump is maximum. also, the ghosts continue to follow you, even when they are off-screen. finally, it takes WAY TOO LONG to scroll the level to show you the star location in most levels. hit-boxes/programming need serious tweaking.
normal campaign level 46, 3x max lasers, max chaingun. 108 gunmen, 40-something repairmen. starting to think that to get higher 40s the shield is necessary
THank you for the feedback :)