There appears to be a bug with the invading heroes... their skills are refreshing or being summoned WAY more often / longer than they ought to be. I'm literally typing this because I've gotten bored waiting for them to kill an intruding fighter whose Stone Skin has, apparently, gotten stuck in the "on" position. Permanently. Earlier, he called up about 200 circling flaming swords and toasted my healer - but luckily the cooldown appears to be busted too, as it hasn't come back.
Having run into this randomly, I think the devs need to add an Easter egg... a fat man in a sleigh, along with "H O H O" across the sky. For that matter, a falling pirate at the bottom of a long string of H's with a few A's at the top would be pretty awesome too; I'm sure there are others one could add, too.
The Speed stat, and some bug in Serene Cole's levelup script, are messed up in such a way that they end up synergizing into something ridiculous. For the stat... changing the delay between shots from 1.00s to 0.9s improves DPS by 11%; changing it from 0.2s to 0.1s improves DPS by 100%. It should /not/ take the same amount of stat to do one as to do the other!
And Serene, when leveling up with autoselect points in play, ended up gaining tens or hundreds of points of Speed stat when leveling up; this reset when changing her weapon, I think, and when reloading the game, but at her peak she was something like 600% faster, to the point where the delay between shots was (in theory) negative three point something seconds. She's a /laser cannon/ at that point...
Here's a couple of pretty hefty PVP opponents for you with some interesting shticks:
Zakul, The Thing From The Fire (level 43/32 Cthul)
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and Kirikkik, The White Crow (level 44/32 Corvin)
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Eat your food of choice before facing these guys... they're rather nasty!
One trick with the recovery model: When a party member is taken down, the next time you get a chance to do so, open their Attributes panel and reset everything into hit points. I started calling this "putting them to bed" in my head. They will heal substantially faster, and when they're done healing, you can respec them back again. Don't know if this needs a fix - honestly it felt like the kind of clever trick that you feel good for finding out. And in a (hypothetical) Nightmare difficulty, it'd definitely be necessary.
A few skills have their utility hidden in the upper tiers; for instance, Last Flake's "Acceleration" skill. I read its L1 description, then that of one point (let alone two) in the Attack stat, and concluded that it was either a typo of some kind, or else it was only going to be useful once you'd maxed out Attack. Putting more points into it, experimentally, I see that it actually scales upward faster than linearly, which is definitely not apparent at first. More generally: even just highlighting the changes that will come when you hover over the + button would be useful - for instance, when Heal goes from one "strike" to two, that's a very big deal, and it's rather hidden right now.
Hit points and Con definitely pull their own weight compared to the average skill; Attack feels slightly understrength by comparison, while putting points in Damage feels like a complete waste, the way you've got the scaling set up. I strongly suggest at least giving the same 2:1 as you get when putting points into the other attributes, if not 3:1, here.
Bravo - well done! Amazingly subtle gameplay, and very good balance. I was particularly tickled by the way each character has their own distinct levelup screen - in particular the Librarian's. You could probably play that up even a little more - put the detective's skills into folders, etc. If it were only that, without the very large play differences between the characters, it'd be worse than nothing... but since you do have those distinctions in gameplay, the character-screen graphics just add further.
I concur with some comments upthread about Flake; her regeneration ability is definitely the only "broken" strategy I saw, since you could put everything into that and just walk through encounters. As a thought, make the rate Con(centration) dependent... so she heals faster when dropping back into a defensive stance than when fighting more aggressively.
Another interface issue - the "choose skills automatically" button is way too close to the skills bar. About a third of the time, when I go to click on a skill, I end up hitting that instead. The "choose automatically" should /stay/ on the main menu, when you move the skills to the level window.
I think the Flying trait is WAY too powerful by comparison with everything else. From the moment I got my first Birdman, I didn't even consider anything land-bound; the advantages are just too many (and, unlike jumping, it doesn't take up an Attack slot!?). For example. not being locked into a plummet into enemy fire... that, by itself, even if it bought you no extra mobility, would outweight almost all other traits in the game. Consider tweaking flight, give it less fine control, maybe punish collisions by knocking you out of flight state, something like that; as is, 90% of your carefully crafted creatures are really just so many Achievements.
Nice.
I spent the last couple of play-throughs in one form 90% of the time, and it's not one you'd expect. Flies. Flying + fast; who needs to kill stuff? I just want to find the dragons!
Interesting that there are two ways to unlock the dragons. I ate their brains *long* before I had worked out the evolution thing - the obvious trigger (to me) was "finish a level as this." When that didn't work, I shrugged and went on without doing anything with the wyrmlings. Would be reasonable to allow that to work too, for folks who make the same assumption.
Awesome game! I love it. One note, though - date-stamp your "Updated!" announcements, guys! I have no idea if it's been updated since I last played, nor where I'd find the new levels. Just a note - I don't want to miss a thing.
Nice.
There does exist a solution for the second thief room where you end up exiting out his "secret door" at the exact same time he does. You end up stuck, nothing fancy... but it's both amusing and yet annoying that that didn't solve the room.
Nice find! Thanks for the report