Cats4ever
"Weakness at 100% reduces stats to their base level and removes Form, Forge, and many Award bonuses. Special attack chances remain as well as all Level 10 and 20 skills bonuses."
Other people have already said how crafting ruins the progression of the game but I think an even bigger problem is the levels. Unlike most other shoot em ups that I know the levels in this game randomly throw patterns against you. This makes it so the player feels they are playing the same level over and over again and combined with the fact that it is easy to get very strong weapons the game is tedious instead of fun.
This is great, at first it takes awhile to visualize what is going on with the folding but then you just get the pattern and are able to easily see what is suppose to go where.
I made it to about 8k in FUBAR only for the game to 'freeze' up on me (wouldn't continue thus I couldn't die and when I aborted it didn't update the score). I took a picture and sent it for missing achievements but it is really frustrating.
OK, I was finally able to get back up using a flying enemy to bounce up (which was lucky since that enemy can move out of the room...) but still that should be fixed.
I wold like to bring up again the fact that if you do not have enough jump/speed orbs when getting the black key, it is not possible to get back up a ledge and finish the game. I even tried using the small bounce that happens when getting hit but I couldn't make it (I had 4/4 speed/jump)
The game itself isn't bad. In fact I enjoyed the combat system. However the game drags on WAAAY to long and most nonboss battles end up with me using Rampage 3 times to win without a problem (I might have to attack normally once). Then the bosses just require me to Curse and Disease them and then Rampage/Beatdown. Then there is the problem with the animations taking awhile and not running as fast when in another tab.
My biggest issue with the game is the castle seizing. This requires NO strategy at all and is too slow. Since you win when you take out the castle and all the enemies (including the enemy catapults) attack only the front line, you can order the two catapults and, when you get it, the dragon attack the castle and you will win in 2-3 turns.
One thing I noticed is that both debuffs and buffs are in the end unnecessary and just clutter the skill menu. In the beginning the debuffs are nicer due to the fact that one such as Armor Break will allow all the party members to get the extra damage against the enemy instead of just one. However as soon as you start facing the bosses which most have more then one stage (where all debuffs are wiped) and you have the buff all skills there is no reason to use the debuffs. Why use defense down (one or all) when you can use attack up (all) when fighting a boss and it will last the whole fight.
I found it too easy just to skip a good part of levels by jumping and then detaching from the host to get higher. Otherwise it is a good, although simple, game.
There is a glitch on the final Advanced Qualifier (maybe just in general) but my Running level has at a certain point where my duck would stop right at the edge and not start flying.
Not bad for an alpha. The controls seem to be relatively responsive and did what I wanted most of the time. The game itself isn't that hard but some of the levels were designed nicely, for example Miles!!! was nice to complete once you realize that it can not be solved the obvious way. However the reliance on the fake blocks makes the game more irritating and just trial and error instead of actually lending a good challenge. If you just use the fake blocks a little less and give subtle clues where they are the trial and error part can be eliminated.
I love this game but I have one issue with the hit detection. I was being impatient and jumped over a spiked block moving up and I cleared it but died anyway.
Not that fun, but people who are complaining they can't jump the hole, you aren't suppose to. While there are no breaks, your car slows down when you aren't holding the up arrow and you need to stop before the hole.