Great game, but the bosses require a bit too much time and planning for my liking. I don't like having to click and heal and keep fighting for half an hour - during any of which a misstep could kill me - in order to beat a boss. I can understand wanting to make it challenging, but I think some of them are too far.
Annoying that a) the puzzles aren't that hard by and large, it's more getting down really difficult timing and jumps and b) the controls are twitchy. To frustrated to finish even though I knew how to complete the level I was on.
Scoring is pretty screwed up. You can land right near something at get 100-150 or land half the world away and get 50-75. Which are pretty much equivalent in terms of getting to the next level.
Not bad, but not great. The combo system is a little broken though - since your combo is broken when you die, and since once you die the first time, you're likely to die soon thereafter as the difficulty doesn't drop, the only way to do well is to have a long initial run.
There's a reason this one was hidden. Control problems + impossibly hard on later levels does not make for a fun game. From saves 35-50, it's mostly luck, and it doesn't get better after that.
Really enjoy it - new concept and makes for a little needed strategy combined with good reflexes.
I agree that some invincibility at starting and after you lose a life is needed though - it's too easy to lose all of your lives at once through one error or just by having your cursor too close to the center at the start.
Not great. One obvious strategy per class, mostly luck as to whether you make it through a stage, especially later on. Art and writing are good, but the game design is pretty bad.
More skills/items are needed to allow something besides the RNG to determine if you win.