shoyer, with the current "click for x bonus", x2 speed would hinder the gameplay. Either things need to be less "interative" while in combat or "more interactive" in combat to accommodate for a x2 speed feature.
Although the randomization creates a unique experience. It seems to be a bit overkill on both the sending or receiving end. The gem system needs to be balanced with a flat bonus chosen upon level-up to create an appropriate build. At least in lower levels. Maybe probability calculations compared to actualization is a bit off? Having skill AND hp levels above the opponent and getting stomped to the floor isn't right. Granted, passive/active builds can play into the being "stomped" aspect, it still happens to a strong build.
I didn't play the first cargo bridge but this definitely brings out the elements for a great physics puzzle game! Various materials that help or hinder weight while reinforcing the bridge. The first 3 bridges were pretty easy (tutorial) but afterwards, I found myself re-engineering at least a few times before my idea panned out. Each bridge gets more challenging!
This has potential but it's horrifically lacking in the unique department. The "guardian" artwork seems original at first glance but at least 3/4 of them are modeled after pokemon. Not to mention the beginning story (meet your rival and pick out your pet, he picks the one that has an advantage over you; start your quest to be a pokemon *cough* guardian master; defeat pokemon gyms for badges *cough* badge leaders; get all badges to enter the master league...dejavu anyone? Seriously....get some ORIGINALITY and quit ripping off a highly successful game that would retaliate on you like Zeus on a mere mortal if they knew you existed.
By far one of the better turn based RPG's out there. Considering the limitations, this could compare to FF Tactics on a platform level (the best way I can describe it even if not entirely accurate). Lots of combinations to play with. I would definitely like see more classes. It seems that you have a good hold on base roles. Maybe one or two hybrid styles (tank with counter-attack/deflective traits with low dps output) as well as a ranged healer that can target teammates to heal instead of attacking the enemy. Balance definitely is key however. Just food for thought. Don't let this style of flash game die, even if ratings don't directly impact your expectations. I'm looking forward to Deadly Neighbors 3 or a rendition of the game!
Even as a demo this should be considered for game of the month. Simply astonishing! Keep up the great work! Finally a TD oriented game that I can sink my teeth into.