Dangerosu, evanice's was easy. Backtrack alphabets for 2 hops. ;) It's eddywolvers' comp that's difficulty on.. ahem.. "planetary" proportion. Looks like morse code but it also wasn't, I'm still solving it right now. Time limit doesn't help <
My previous comment got downvoted because I said winning first Firebolt encounter is luck-based in hard mode. Can anyone reading this beat it consistently?
Never find this game likeable due to 1 particular achievement that completely based on luck (especially on hard mode). The resets ruin completionist's experience, IMO, though once you past that the game is a breeze.
Additional note. If you insist on using stat bubble interface rather than actual nominal value, I think it's better to make all bubble stats to have precisely the same nominal value. Slayer level 1, for example, only gave 75% of some stats compared to other classes. I couldn't really compare with other class, but it's enough to make me regret not picking trickster or guardian class for Lina.
First of all, good game. However,I think if you "want the gameplay to be affected by our decisions", it's better complimented by the fact that its an informed decisions. We can't really browse the stat points granted by the new classes, we can't even browse the stat points granted by the current class until we "get there". FF10, Path of Exile, and that elephant shooter flash RPG/shooter game (forgot the name) allow us to do that. I simply hope that you can give us that similar capability prior to permanently and irreversibly pick a class. Thanks.
My only complaint is that you really need to maintain the balance. Non-healing characters always outshine its counterparts. Last Flake is particularly strong; huge lifesteal, huge regen, decent combo, and there's no need to waste turn for defensive stance. Additional informations like experience system (or even simply info on how it works, because I found it too random), allowing some grinding post final boss defeat, and additional superboss(es) certainly won't go unappreciated. 4/5 for now.
Commercialism ruins an otherwise decent game. If Sorcery Quest can manage to be enjoyable while being semi p2p, I can't see why a lot of mmo can't do the same.
I'm grinding gold with the 1st enemy in 3rd campaign. Seems like it's a slow and boring but surefire way to gain money (especially the healing makes me practically immortal), because selling loots can't even cover interest payment (not to mention unpredictable). >_>