The mouse-over actions are now completely bugged: can't just sweep over gold to pick it up anymore, you have to click; and you can't see what upgrades will look like without clicking on them, often defeating the purpose of needing to see them at all.
Even at the lowest setting this game just has an inexpicable lag. I have a hard time pinning the blame on my system when I can run an online game and several other programs simultaneously with roughly 30-60ms, but a flash game bogs it down. This really needs to be better optimized.
My main complaint is that the game screen doesn't scale with your browser size. I'm not using a particularly large screen or abnormal zoom, and the game is instead seated up in the top-left corner only taking up about 75% of its allotted space. This unfortunately creates some poor visual issues, as I see various objects before they move into the assumed field of view, and then I can see unfinished edges (normally unseen) of objects as well. The entry screen looks incredibly unbalanced and shoddy because of this, I can see the loading tiles slide in and out of the play range and appear/disappear awkwardly, and during a level clouds will sit ominously off to the side until they move across the screen. This all makes for a very, very poor and distracting design flaw.
A decent and very enjoyable game overall, but there are some things that were missed which I feel as basic to a game of this style. First and foremost, a map: I can come up with no reason why a dungeon crawler game wouldn't have a map. Second, a compiled stat sheet: it makes a considerable difference to be able to see that my weapon with "X" damage is actually dealing "Y" damage because I have a variety of buffs and sets affecting it, along with other similar things like crit rating, critical damage, healing, etc.
The frequency with which the "You still have regions to conquer" message appears really ought to be shortened. If you so much as blink without moving your mouse over something new the message pops up endlessly. There are plenty of things for players to do other than that. It's simply excessive, and pushy for the player.
This game desperately needs the ability to save player changes, particularly the sound settings. Every time I enter the game I have to cut off the atrocious music again, and again; topped off with how often the game disconnects itself, this is unnecessarily annoying.
This game desperately needs hotkeys. My only other complaint would be that it had a finite screen size, that doesn't accommodate the user, making for some awkward black space around the edges of the game for some players.
It's kind of ridiculous that you don't earn achievements if they aren't shown on the bar at the top of the screen. I continuously found that I had already completed such tasks, but then had to go about setting the scenario up all over again to "earn" it.
I have only one major complaint. Please adjust the gold star system so that it counts the over all number of objects used, so that it's not individually tied to each item used. There have been several occasions where I've not gotten a gold star simply because I used a bag instead of a One-Way Gate. That just seems kind of silly to me. Aside from that this is a very well produced game with a great theme that you never loose touch with.
I have a post at my blog (talesworth.com) regarding the scoring suggestion, it is a concept raised by a few other players as well. Glad you are enjoying it!
Wonderful game, but like many other posters I have a few similar concessions. Definitely add some higher difficulty options; those who've ever been forced to take a typing class (which I'm almost positive is required in most schools nowadays) will find the current difficulty trivial. I'm not sure the game needs any more units than it already has. What already exists is simple and smooth. I would argue that our units need to all be able to attack at once though. If I'm putting out all this effort to summon several units, I want them all to be functioning. Still a great game nonetheless, but there's always room for improvement.
Many seem to be asking for a speed control function. I would pass on this option though. The game actually paces itself really well on it's own simply with the advance wave calling feature. A big problem I was running into though was target prioritizing. My towers have a nasty habit of targeting a mob they were least effective against, with frustrating consistency. Yes, there are stalling ways to get around it sometimes, but not always. From a functional perspective it just feels odd that when there are two targets, the Wizard will pick the Shaman and the Marksman will pick the Dark Knight. Nonetheless, this is a wonderful game; one of the best I've played of it's type in a while. A few design adjustments, and I feel the sequel would be nothing short of phenomenal. :D
The controls feel very clunky to me, leading to aiming difficulties. There are also times when my bullets just don't seem to be dealing damage. I can only assume this is either due to my aiming problems, or if the enemies just have much more health than I assumed. Adding a feature that allows us to see enemy health, or even a simple flash when they are damaged may be helpful. Otherwise an intriguing game, and yes, very pretty colors.
the cheats are an interesting idea, allowing people having difficulty to adjust the settings in a new way other than a more traditional 'easy, medium, and hard' mode types, although they certainly arent necessary as the badge seems to indicate, i completed all the levels without them including the bonus stages, getting mostly S's and a few A's toward the latter levels, just wanted to put out there that it definitely can be done without the cheats
I have a post at my blog (talesworth.com) regarding the scoring suggestion, it is a concept raised by a few other players as well. Glad you are enjoying it!