It's a huge pain in the butt that dead knights don't get XP and AOE attacks trigger enemy specials. This is a cool idea of a game that's needs some more thought behind it. For example, don't let a player choose a special ability like "+30 attack when not near water" then immediately give the player a bunch of water levels. The concepts here are cool, but the execution is not cool.
I really like Jimp's other games, so I wonder why this doesn't have the same polish. I would love to see this game shine with a couple more feature and fixes.
Wow, okay. The power meter changing its rate of rise is incredibly frustrating and unresponsive, and so very hard to use and never feels like I'm getting better at it. Water is extremely unpredictable: sometimes it makes the cat rocket forward, sometimes it slows him down. And worst of all, if you complete an objective the game will eventually STOP YOUR RUN even though if you completed an objective you are probably going on a great run and riding that high. These are elementary mistakes so I hope they'll be patched son.
So I got to the Act 2 boss with a mage and it seems like it's an impossible boss for a ranged character to beat. The ever-spawning flames block LOS so I could never get my ice blasts off without walking through fire and taking damage. I ended up stuck in the right-hand side watching squares of flame spawn and de-spawn and never leaving me a path to the boss, so I just suicided. Sucky end to a great run!