@Roderik - They never "needed" 4 codes. They just needed a universe where at least 3 of them got codes. It just happened that they all landed in a universe where all 4 of them had codes. Twice actually thanks to Chris.
@Azgara - The shop is not refreshing on my end. If it was I could get out of this build and try something different Right now I am stuck with a bunch of shields, mix of missiles and triple cannons on my outer edge, and 1 single drone hanger along with 2-3 power amplifiers...been stuck this way for 2 days now.
It is way to easy to lock yourself into a bad build and not have a way out. I am stuck on the core of the last level and cannot get the resources, or the items to show up in the shop, to get me out of the situation.
I am not a huge fan of the music but I am finding the gameplay to be quite fun. Some more info on what each gun does as well as pointing out the need to balance your agility with the weight of your guns would be a nice upgrade.
Something is wrong. I maxed out all my stats, got every gold scarab, got over 10,000 coins...yet I keep on checking and no badges have been added yet.....
I think I am in the minority here but I liked the first game better. You had more control of what you were doing with your powers while this game is much more random. Powers are selected at random and you cannot shut off the fireballs at all. This is still a great game but as the first one had more depth to it. Don't get me wrong, I still 5 starred and faved the game, it is a lot of fun.
I have seen a few posts that hint at this, but here it is again. More balls get added based on if you have a miss. A miss is if you do not land your current ball in a spot to get 3 or more matching. A miss is also counted if you fire the ball too fast and the reaction from the previous ball is not complete yet. So go slow with this game and you will have a better time.
There is something odd with the respawing. For example, a Balrog costs 5 to respawn, yet my enemy only had 4 points left and was able to generate 1 more. Not sure if that is a bug or just Nintendo hard because I was kicking his butt.
Odd bug. My army was up against a failing one that had a longbow archer as the last unit. It had teleported behind the fort and my remaining army quickly tore it down and charged. Well he teleported back again past the edge of the screen and my army all ran off the end and I lost the battle. Could not stop laughing...but probably a bug :)
There is something that makes me cry inside when I watch a level 99 army chew up my poor lvl 17 group. Not even monsters....1 hit from an arrow is melting my poor wolves....
One negative I will share. It is too easy to overload your deck with one type of card and steamroll over opponents. My wolf/Death Monk deck is a good example, as are the heavy range decks. It would be nice if there could be some way to reward diversity in a deck.
Tip: You can copy your current deck to a new save slot. Load up your source deck and select "Transfer Data". Copy the text in the window and back out to the main menu. Open a new saved slot and go into the same area and paste the code, the press decipher. Great for working on crazy ideas without trashing your main deck
The answer to my own question is no, 2 Death Monks on the field at the same time will not create two warriors when a member of your army is defeated. In case anybody else had the same question.
Thank you for your feedback. It's on our list of improvements. edit: Most of your concerns are addressed in the new version (1.2)