How the scoring system is really bad is pointed out by numerous other comments. What frustrated me the most, though, is that some puzzle has multiple solutions. They don't even need to have different "steps"; a 2 by 2 place with two 1's in diagonal, like the one in level 2 of 6x6 regular pack, is one example. This forces us to make assumptions in order to solve the puzzle, as there's no one straight logic way from puzzle to solution.
Rated two stars only because the concept of puzzle is good.
Did a hard reset yesterday for some (ahem) diamond (ahem) reason. It seems that the job title requirement is a little bit too high. For example, to be Friendzone (IIRC) to Quill, one of the requirement is Superintendent in Cleaning (promote 4 times), which requires SUPER LONG to achieve in such an early game, even if you do Cleaning immediately after it is unlocked. Just for the record, current iteration I even unlocked Bonnibel before satisfying this requirement.
Similarly Mio once require Sandwitch Artist in Fastfood (also promote 4 times) in becoming Friendzone (or Awkward beasties?), which also require some time but not as long as above.
It is a good thing that there can be some finer requirement to job titles, but this is a little bit too much.
The calculation of enemy HP with respect to dungeon stage is not consistent. When I move down to stage 1 then move back up, the enemy will have fewer HP.
The problem is: gold only produced when a block is broken. If the DPS is far low than it should be to beat the boss (which is possible if the previous boss is beaten with all the skills), when the team members (except flak) targeted white or yellow blocks they are stuck since they cannot break the block within 30 seconds. The gold income thus comes only from random flak targets shooting down red blocks, which means the DPS that produces gold is very low. I think this is why people want to farm earlier levels since all DPS are effectively producing gold.
Thanks for report, fixed already.