Got bored around level 23. 4/5 for good game, but the upgrade system doesn't match the number of levels. As well, I found it was often 3 stars or none, since the enemies have to have broken through all your barracks previous to reaching the manor.
Would be better if the upgrade system was extended by 1/3; As it is, after I have 35 for the staff, 10 for mage, and 10 for soldier, why would I want to spend money elsewhere? The spells notably become much worse when upgraded. It would be nice to be able to play down a higher-level unit once I have the lower unit fully upgraded; two smaller buttons underneath the main button for that unit?
As for extending the upgrades, might I suggest two upgrades per class, each of which go upto 5, that upgrade all members of that class? Simple example would be %higher attack/life/speed.
Critqueing the game: It's, uh, kinda boring. I quit on I think level 8, because it was all very, very samey. Smaller levels would actually help with this a bit, but for the most part, it's not very fixable. 3/5 for nice mechanics, but boring.
Hints: Give your friends weapons & armour, but nearly permanently tell them to 'wait'. Sell potions besides heal potions; $1000 a pop, and at 2 kill points for 5, that's much more valuable than using them. Armours & sword that heal you will save a lot on heal potions. Never charge out into a group of enemies; if you're surrounded, and some of them can stun, even your friends can't help you.
Great hints! But remember, friends won't move if they're told to wait even if they're one step out of range of a fight. Rage potions are really useful against bosses so I suggest keeping a small number of those. Heal weapons and armour are awesome, but you have to keep an eye on the stats because you don't want to be in level 6 with a "lousy old sword of blessings"!
@coddude: Different cards have different costs for different colours. You can maximize the effects of your deck by making it multi-colour. For example, try mixing hydramorphs & overseers. Always a fun deck until the sparks get out, but then, if you're lucky enough, you can use your infects to kill them.
I find the mith'ri'aeil pretty good still, all in all. The leech hives are definitely good with a smaller, 30-40 card deck, and between the hydromorphs, combat nodes, abominations and entropic channelers, there's a lot of very quick power in there.
1/5 for poor programming. There's a memory leak or something, since after 4 or so levels, switches stop switching, boxes start disappearing, and the game, except for the health bar, speeds up, health boxes start killing instead of healing, clipping becomes messed up, (moving boxes into each other causes them to stack, moving into a box will move you to the other end of it, on top of it, or pushing, seemingly randomly, boxes stop falling straight down & instead move to the left or right . . . Probably a few I haven't noticed as well. The game returns to normal after restarting the flash plugin, but not after reloading the page.
Sorry, but this is a level of bug I expect to be fixed before release.
Eh, gameplay wasn't fun, wasn't as difficult as you claimed. I'mma rate this as 'music experience' instead of as a game, and in that case, it's a solid 5/5, if a bit short.
@Ainarsa, re: The arrow bug. Turn a single arrow lock, and get it on your inventory hub there. Now click on the arrow in the hub. It turns around, and increases the visible count.
Hmm . . . seems like a dumbed-down version of 'untangle', or whatever came before untangle.
I normally don't like dumbed-down versions of anything, but the difficulty of puzzles here seems very well-targeted thus far. 4/5 for good difficulty level.
Nice going with the level-ups. Made the progression a lot less boring. Overall, as a bullet-hell type guy, I have to say this fight isn't particularly epic, or particularly hard, on 'hard', but hey, obviously I'm not your audience, right? 4/5
1) You can find out what a skill does in it's next level by hovering over the "+" button, while hovering over it tells you its current level.
2) You can read the full story text by moving the mouse-wheel down on the scroll where it displays text.
3)Some characters power comes out by maxing a skill; The librarian is pretty awesome when he can do a guaranteed 175 damage. Jack's Tiger Claw is also pretty awesome when you upgrade it fully and you can use it every other turn for 250% damage. And while it drains 21 hp from her, Last Flake's clawing move can hit 7 times at max level, while her bite usually hits for 100 & heals 25. Consequently, I find the student and the PI to be the least useful, though they can shave off a very nice amount of hitpoints before the others come in to clean up.
Also, if I may make a comment . . . this game seems almost like a playthrough of the boardgame Arkham Horror.
' . . . I won't hurt you. Not anymore" Happy ending? She's stuck in an abusive relationship apparently. -_-
1/5 would not play again. The 'Game' has no difficulty, no story, nothing to it.
WTH? That's 8 games I've gone in and mulliganed down to 1 card without ever getting any energy. Not as if energy structures are 25% of the deck . . . no, wait.
This really isn't supposed to be a parody... Just a short, somewhat challenging game with a bit of a story.