It's possible to hurt the Grinning Colossus with your weapons, but it regens faster the more hurt it is, so it's not actually possible to kill it that way. That said, you might find a neat easter egg if you drop it down to 2/3 HP or something :J
I think the real problem with balancing the stats is that you don't get a Dodge roll if you disarm, and disarming should be significantly better than dodging because it consumes a resource. I would A) let you make a Dodge roll if you fail a Disarm roll, B) make Dodge rolls in general harder, C) make Disarm rolls in general easier, and maybe D) make a failed Disarm roll not consume a tool. Health has almost zero use — every now and then a fire trap will push you into another fire trap, and theoretically you could run out of tonics, but that's it. +1 Health on an item is basically worth 1 HP of healing, once. So Health needs to be given a use. Regenning proportional to max HP would work, but would spoil the feel. Maybe a small chest will occasionally complete-heal you? Then +1 Health is worth 1 HP of healing now, and again every time you find a complete-heal.
My problem with the randomness is the items are so often crud. It should instead use a system like ProgressQuest, where a level budget is spent on random modifiers. Like, I just won with this as my final gear:
Head: Lightweight Goggles (Disable +2, Detect +2)
Body: Loose Sundress Of Quality (Dodge +6)
Hands: Flimsy Gauntlets Of Distinction (Health +4)
Feet: Steel-Toed Boots Of Excelsior! (Dodge +9)
Even if the stats were balanced, the head and hands items are a total of +4, compared to +6 and +9. Since Dodge > Detect > Health > Disable, those +4 items are crud. I never got a good head item or hands item. I spent most of the game with my best items being a Shift (Dodge +2) and shoes with I think Dodge +2, Detect +2, but the twenties were good to me.
Hm, seems like a drawback that it's so focused on roumaji… Given that "any" input mode even accepts "bare gyo/dan style", like "ti" for chi, not sure how much more you could do and still gamify it, though. Perhaps something vaguely Mahjong-like, where kana get related through gyo or dan? Still, a good implementation of a roumaji-focused concept!
Hm, it has the same problem as Dr. Mario: Each level starts out at its hardest, then gets easier as you play. But, well, it's a decent Dr. Mario clone :J
You might want to look out for bubbling of keypresses, or the like… D and F are basically unusable because they make their way out for the browser to catch.
I haven't found the Random button in the sequel; there might not be one. But IMO, that is the most awesome part about this one, I'd love to see an "endless random" mode :)
@Fooy800: The point of the mute is to replace it with some other music(Winamp/Rhythmbox/etc), which doesn't work if you mute the system volume. Muting the system volume would also eliminate the sound effects, as well as sound effects from other things like chat.
@legendsftw12: The special in the Age Of Sail is regen. It's pretty weak regen, and because of the design of the game regen isn't a good idea except on your final push. But you can watch the weaker units regen if you hover(or click-and-drag) to show their HP bars.
@jellybob: To get the red ball under the green balls in 2-4, use a ball as small as you can, and drop it on the part of the red ball exposed between the green balls. It's kind of a trick question, it's hard to get if you think about it too hard, but cake if you just go right for it :J
You can consistently win in the Age Of Sail, because Cannoneers are small. Send teams of two Cannoneers then three Musketeers; use your special, if at all, when just down to one cannoneer in the leading team.
It's kinda neat to do bridges that undergo irreversible changes when used. For example, level 27 can be solved with a weak catapult. But yes, the euwins' inability to walk up gentle slopes is annoying >_<
@Worst_master: Yeah, the ranged units would be a lot more useful if they would kite, and the melee units would be a lot more useful if you could order them to hang back and tank/cleanup.
In early levels, the homing missile kicks. In the middle levels, just get more bunkers and equip 'em all with the same guns, the computer is REALLY STUPID about warping the battlefield, so you can just switch to whatever opportunity it opens. In the high levels, the computer will spam the item that takes out all projectiles, so just play the loading screen instead.
The keymappings suck. Would be best to have a mapping screen; should at least include the standard mapping. (I also prefer to have both clockwise and counterclockwise, but that's not standard.) Width adjustment would've been nice, it's kind of too extrem :J However, neat idea :J