Yeah, I hate to keep harping on the same topic that everyone else keeps harping on too, but did you do ANY playtesting for balance before you released this game? Most of the bags (the wizard's default armor) grant extra healing per match. So the wizard, who hardly ever gets hurt, has the best healing potential. The wizard, who has the lowest need for guards of any of the heroes, has the best leadership. It wouldn't surprise me to learn that the wizard, who is the only hero who lacks a penis, gets to wear the most supportive codpiece. And I don't know how to improve on the mental image of a female wizard wearing a codpiece, so I'll consider my commenting done for now.
I've noticed that the wizard seems to gain better stats too when leveling, consistently a fair amount of health, awesome leadership, and the occasional damage point. My knight once gained two levels in a row without ANYTHING changing. No damage, no health, no leadership. If stat gains are randomized they should probably be made a little less random.
Yeah, it's a great game, but...It's not that the mage is more powerful than the other two, it's that the mage is EXPONENTIALLY more powerful than the other two, and shoots ahead of the others by several levels. I just don't think the melee heroes work. By the time they even get to attack anyone they've either already had their health bombarded into oblivion by ranged attacks, or else their guards have done most of the work for them so they hardly get any experience. I guess it's not gamebreaking, but that's mostly because the mage has a lot of specials that help all the heroes and compensate for their incompetence.
Needs some bug fixes (I've had a couple of game locks, once from the "end level" fireworks going off for no reason and once for having a part get stuck when I tried to drag it back to the palette), better memory management with the graphics to prevent lag, and a tighter interface. The concept and execution of the puzzles themselves is very good, though. Your mediocre Flash coding skills are redeemed by your good overall game design skills. Nice work!
If you're going to make an oppressive "get through an entire level without being hit" achievement you could at least pair it up with an easy way to restart a level. Killing yourself, clicking out of the game over screen, and selecting a level again and again and AGAIN is freaking annoying.
I've never felt vertigo when I played a 2-d side scroller before. You deserve props for creating the first game of its kind to make me involuntarily clench my ass muscles when I attempt a difficult maneuver.
I'm assuming the monster names are pulled from WoW, but some of them still crack me up. Remember back when we all went to Dragonflayer Flameschool and we were all required to carry three-ring Dragonflayer Flamebinders?
I think axes and the heavy weapons talent could be done better. Basically, I think that anyone who equips an axe should receive a strength bonus equal to an equivalent level and quality of sword. The heavy weapons talent should gradually add the DIFFERENCE between that and the axe's full strength. Then axes would work more like shivs, and it might conceivably be a good idea to equip an axe and throw points at heavy weapons even if you can't level it all the way up to 10 points...at least as much as it's ever worth it to put partial points in dual wield.
I HATE the head collection/kill system. If you're fighting from high ground all the enemy heads roll away from you, so basically you don't get full credit for your kills and your assassin/snipers stay wimpy, and there's absolutely no way to control it.
A watt is a unit of power, dude, not energy. Tesla is rolling over in his grave right now. If you hooked his corpse up to a turbine you could probably generate several hundred megawatt-hours of energy, but the number of megawatts of power the generator ran at would actually be a measure of how much energy was stored per unit time. SCIENCE!
These baddies really need to work on their tactical diversity. They have run at the player, don't run at the play but shoot green stuff, and run at the player AND shoot green stuff. They were going to have don't run at the player OR shoot green stuff but their budget ran out.
Why do you have to hit "New Game" to continue your game? Also, what's up with that bunny girl named "Michael" that doesn't say anything? Am I being stalked by a silent hermaphrodite?