I like the animations and artwork. Level design is good, but I'd like to see more variation right off. maybe add a new animal each level? Encourage experimentation!
pretty basic stuff. Problem is, the "classics" have been brought back so many times, you need to add something new to be considered to have made much of a contribution. Sorry, but while this is a fine rendition of Asteroids, there is nothing new here.
...one more thing: If you choose the wrong weapon for a particular mission (you need a fast fire rate for mission 7), then you are screwed as you don't make enough money selling your guns back to buy one that WILL work for that mission.
fail.
If it really were this easy to kill people with a sniper rifle, I wouldn't ever go outside. Game is not terribly imaginative or the missions well designed. I get no sense of immersion at all. Also, there isn't enough difference between the weapons to warrant spending money on anything but the first upgrade, and the mission/buy hints appear to be non-functional. 2.5/5.
mage has one too many active skills; should replace one of the active skills with a passive. Otherwise, you have to leave out one of the skills, or a potion, from your hotkey bar.
"I found a bow that does 115-154 dmg, with 115 elemental dmg. Its a green item, so one of its stat bonuses is +114 elemental damage. I feel like this combo could totally outstrip my 219-457 purple bow. Any thoughts, guys? "
--- I ran into the exact same choice. I experiment around a bit, and found that the higher damage bow is most definitely the way to go. most of your skills do at least as must physical as elemental damage, and strength is not only a requirement for most bows, it adds damage too. Especially later on, you will find your elemental damage being FAR outweighed by your physical. Stick with the big bow.
failure rate on enchants past level 2 is still too high. it "says" 64% chance of success, but having had 8 straight fails, it looks like it's a bit lower than that. Even so, 64% for a level 3 enchant is still too low, considering how expensive it gets.
"Argh, the battle graphics make this game look so unprofessional... It's like it WOULD be great, but it got smeared all over."
it looks better if you change the quality settings for the battle window in the options. High was a bit too chunky (speedwise) for me, but medium looks way better than the default of "low".
"I am a bit confussed, does strength increase bow damage? "
yes.
to find out if something will increase your damage output, equip it and look at your character sheet.
suggestion: Increase the percent change spider souls add to items. It's way too low to be of benefit, without adding at least several levels, which is just too expensive. Have it start off at adding 1% in addition to what is already on the item, not just multiplying what is on the item. otherwise, things like "5% leech" won't ever get a boost from using spider souls.