The difficulty curve's a bit strange. Levels 4-5 took a lot of doing to get gold, but I could get gold on 6 and 7 while I still got silvers on 4 and 5. That seems wrong.
Would be nice if the most points won and the computer was a little stronger to compensate. Having the computer win a game with a tie score and me about to score a 5th point on the next move's a bit weird.
The idea is great, but it's zoomed out too far in too small a window. I really shouldn't have to use the browser zoom function to tell what's going on without squinting.
Needs to let us choose the order in which we place stuff. 5/5 with that feature, 3/5 without because I don't like visualizing the effect of specific future moves.
Sooo... my level 2 character just got +727 attack from one training session, without anything appearing telling me it was time to stop. At some point I really should have gotten kicked out of the training session and told to come back at a higher level.
I'd love to see some way to spec to choose between making blocking stay good, or having enough reproduction to replace dead Trimps quickly. Right now, blocking is amazing at first, then useless while equipment is useless for awhile (due to blocking), then necessary.
Fun, but pretty easy. I ran about a 50/50 Str/Stam stat weight, and by the time I killed the Demon King, Rank 11 Multistrike could kill 2 monsters and bring a third to half health, while healing me for 20+ a hit. Fire breaths are literally the only scary thing.
I'm seeing Vulnerability +x% on a piece of gear. By the name, it looks like this might be a penalty rather than a bonus, but I can't see a description.
That's actually a pretty good idea, a damage meter like you can get in most MMOs (natively or via UI AddOns). I'll put that down on our to do list!