The only issue I have had, thus far, is the 'hard reset' not being a hard reset. I lost twenty magic stamps because of that, and I can't get them back.
There are too many bugs and problems with this game. Spells are bugged. Soft reset doesn't clear achievements or return used stamps. Seriously, fix this game up quick.
What is the point of the hard reset if it doesn't clear the achievements? I did a hard reset because I lost six levels and the benefits of a spell, only to get stiffed because the achievements didn't reset.
Random thought: Could the keys for our ship be in our pocket? Or maybe they are on the sun shade in the cockpit? In the ignition slot? Knowing this game, our keys are in a stupid place like that.
Am I the only one who, when they think of a Trimp wearing a helmet, sees Dark Helmet from Spaceballs (Trimp Edition)? It fits with the comedy of this game...
@Masacary: Not a bug. The game even tells you that you have to manually target the skill (crossed swords) that the Guardian protects. Guardians are completely optional enemies, not mandatory ones.
New bug located. Some times, the Dodge Gaurdian's attack will go into negatives. I hit him with enough Corrosive spells to reduce his armor to zero, then used Protection in an attempt to kill him. During this time, his attack became negatives, resulting in me surviving a few hits more than I should have.
You know, rather than giving the warrior a double attack, which is worthless due to him possessing the lowest attack stat out of all your heroes, giving him a damage reflect ability so you can at least bounce back some of the blocked damage would be so much better.
Do you got a thing for 26% or something? Level 15 originally had enemies regen 26%, now the enemies on floor twenty get a 26% percent damage boost every time they attack...
A further note to balance this game: enemies that attack more than once, or strike the entire team, should NOT have ludicrously high attack power. It is annoying to have two thirds of your team, and the damage dealing archer, to be wiped out before any real damage can be done. With the warrior barely scratching a Nightmare, it just feels like you are wasting your time. At least cut the attack of Nightmares to nearly half of what it is now, since mana comes in so slowly for the first few runs. You literally spend 18 mana for dealing less than a hundred points of damage, roughly.
Alright, some tips to rebalance the first fifteen levels. 1, do NOT add in enemies that attack all your heroes or snipe the 'back' rows, at least for the first five levels. Levels 1-5 is meant to be a tutorial type of deal, not a sudden death match where the archer, the only one who deals any real damage, dies before he can even notch an arrow. 2, A SMALL GOLD TRICKLE FROM THE START 3, Don't have enemies get so strong that you'd be better off giving your heroes pickaxes to avoid the enemies, since they'll just die. As it stands, level 2 enemies feel more like level seven enemies, and it just gets worse the further you go. Our heroes should be, at the very least, be able to axe two enemies before they're ready to keel over on level 1, not have them barely edge out of the first battle of the game. As it stands, the game currently feels more like a challenge you'd put in for later game, not the actual game.
This game gives new meaning to the term 'idle game' due to poor balancing and the need for extreme resource management, or just closing the game and waiting for the resources to pile up for upgrades. Someone mentioned that this game was similar to Trimps, but I disagree. Trimps is balanced somewhat properly, a few hard spots here and there before the soft reset point on the first run, this game has excessively hard sports every five levels, and due to there being no automatic gold income, in spite of you needing it for almost everything, the game feels more like you are playing on hardcore all the time. Seriously, even an automatic 0.3 gold trickle will do wonders for this game. Also, make the upgrade percentages better, since there are times that they do nothing due to the extremely small increases they make, meaning you waste valuable resources.
Alright, the whole 'heal 26% each turn' thing on level 15 is a joke, especially since, as usual, enemies ignore the initiative and just attack every other turn, resulting in them undoing any and all damage in no time flat and destroying my team in no time at all. 10% is more reasonable, and actually making the initiative mean something would be nice too. Cutting out the Nightmare, which can just snipe the archer and cleric is a good choice as well. Also, I agree with other people: why have a tank if enemies can regularly bypass it? Final suggestion: a really slow gold income, since gold is scarce, but you can't do anything without it.