@dogamer, Thanks for the tips. While there's still a day left, I'll say that I managed to hold off the creeper using your advice about the high plateau. Took some maneuvering with the mortar, but eventually I had enough space to work things out. Wish more maps had this kind of difficulty!
It's a great game, though a bit too easy. I really did like every bit of it, it just lost any challenge in the last few stages. (Still rated 5/5, though. I want to see more like this.)
As with every JRPG, I took some time in the last area with the intention of maxing out my level, however after finding out how tedious it would be, becoming bored with the combat system, and finding out that there's no secret dungeon to justify such a feat or make it easier to do, I quit around level 55.
There seems to be a bug where periodic damage effects will deal far more damage than they're supposed to on units under the effects of 'Mirage'. Periodic damage effects that are based off of a percentage of maximum health are even more bugged, as effects that should only remove 10% can do upwards of 20% or more.
I don't have any problems with the game. Tend to dislike games of chance in general, but for a game of chance, it's got a decent spread. Just to be technical, though, it's not x=y^(n-2) for the multiplying score for higher sets of numbers, it's x=y*(n-2). The first one would have a set of 4 twos giving you 40000 points.
This game's failing point is the same as Achilles. There's no way to control what kind of attack you get. In quite a few situations, certain forward + attack abilities are great, while other ones are horrible, and it's all reliant on luck. I hate relying on luck in games, let slot machine simulators target that demographic. On top of that, once three or so guys get on the screen, you're almost forced to eat a death just to clear them out. I'm glad that lives are cheap in this game, but it's frustrating to die no matter what the cost. With the varying levels of cheapness enemies can have, I'd prefer a more reliable attack system.
I'd also suggest making long range attacks (from spearmen-types mostly) either slower or weaker. They can tear other units apart too easily.