If possible, I would love to have an indicator to see what levels have been completed in pacifist mode. Overall very solid game and quite enjoyable to play through. Great music as always.
While the art is nice, the execution is a bit lacking, having zero tutorial really hurts the game in my opinion. While one can eventually "learn" what key to press, the process is tedious and painful. This is demonstrated in the first arrow attack. While one can eventually deduce the correct key, the fact that the animation for the attack is so long means that it no longer is a "guess one of 5 keys to press" kind of situation but rather one where the timing and key must be right. Levels also seem quite long and repetitive. The problem is, as a level stretches on, it no longer becomes a game of reaction and timing but rather an exercise in seeing whether your eyes/nerves fail or you finish the level.
A search function for your equipments would be much appreciated. As one progresses through the game, a lot of equipment tends to accumulate and it becomes difficult to locate specific gear that you need to equip either for procs or for an item hunt.
While I greatly enjoyed the game-play and music, it always perplexed me how there are no stores ( I am at warm yeti at the moment) thus far that sell mana potions. While mana consumption was not a problem for me, it seems quite strange that the only way to get mana potions is for them to be dropped from chests or stolen. Perhaps mana potions can be added to the general store?
While the game has a unique combat system, the game itself is quite limited in that one cannot equip or level the two allies that are recruited. This forces the player to have to comb the tavern every few levels or so to find an ally with the right weapon (for skills) as well as the stats that they want. A great improvement would be the ability to, at the very least, customize your allies. The game has potential and I look forward to seeing it improved.
I have enjoyed this game quite alot. My only suggestion to improve the unit control. A great way to do this would be to add hotkeys for the "move" , "stop" and "attack" options. Doing so would give the player more control over the units and make unit A.I seem less horrible as well as eliminating the need for the clunky looking "move" and "attack" boxes that show up every now and then when you attempt to move your units.
A couple tips for people who have trouble with the campaign: First, getting the Holy Grail as your sniper rifle is vital as it can more or less kill an enemy in one shot if they do not have a shield. This allows the Alien campaign to become easier albeit by a little. Secondly, the rocket launcher that you start out with is probably one of the best, if not the best, rocket launcher as it has one shot capabilities. Lastly, the Adrenaline Boost perk is probably the best perk to go with for Alien campaign as it can save you from a one hit kill from an enemy rocket or sniper.
As others have said, your units max out relatively quickly and after they're maxxed out all the xp they obtain is rendered useless. This problem is highlighted with your hero unit. Im just about halfway through the trials and my hero unit has ~ 4k of unusable xp. By any chance could we have this excess xp go towards upgrading other units or at least serve a function?
@ Dekka. The final boss's head is immune to damage. In order to damage the final boss you either need to stun/freeze it or have your pet attack it headon in order for you to attack his unprotected backside.