For those having trouble with stages/bosses, simply equip 3 lvl 1 spells, and 2 lvl 2 spells, and save your higher level spells fro the boss. When the boss gets there, equip all your spells, use them, swap in, use them, swap in, use them. and once you've used all your spells, swap in the set you want to use against the boss for the little amount of health left(since CD doesn't go down when not active)
For those having trouble with endless, simply upgrade one set of spells completely, as well as the upper levels of the other two. Have the lowest three of the full yupgraded, as well as the third tier of the other two equipped. In bad situations, pause, swap in one of the max tiers, use it, then let it end cooldown before swapping back to the third level tier.
You should also add incentives for defending in adventures, for example Cooldowns on spells, or building up power each time you get hit, since at the moment it does nothing but training, since it gives no reduction of damage, and there is nothing to wait for, just gives your opponent a free shot.
Also. observation should do something else as well, since training for higher observation unlocks everything, and for completionists higher obs does nothing since you are clearing the entire dungeon anyways(perhaps with higher observation, you might figure out the recipe for something you see in a dungeon)
Defend should increase the chance of blocking, or decrease the chance of the opponent hitting.
Also, would be cool if instead of the percentages showing up for each attack, you have to attack with it first(and hit?) to find out what the percentage is. While you do know your skill, you wouldn't know opponents off the bat so it shouldn't be given.
Also, it should state what buffs actually work for defenders(or do all of them?)
@NeoDerper Buying Bows can still be beneficial, because then you can get it an entire 5 stages early, and you can focus, every 2 stage buying a bow and putting upgrade points into that one. The other stuff is good to buy once, for achievement points.
There should be guys that look like your dream guy, but have something to identify them as a fake(after a couple years things change, and you lose those bonuses)
Also, there should be some that look like your dream guy, but are surrounded by girls or something like that, and when you pick one of those up, they have good traits, but greatly increase the chance of other women showing up(thus making him harder to hold onto)
If you make another, here are a couple suggestions
A speed up button for detonations, or at least a skip
An upgrade to make your charges more of a point charge(meaning the debris doesn't spread as much) would be a huge upgrade, since some times the debris flies an entire plot over, and finding that single one is horrible
Make it so that things that can be run over(like bushes and tents) if they are run over so many times in a few turns, that they go away
If your gold goes on or near a populated area the people pick it up, with upgrades for how likely they pick it up, and for what percentage you get back, and how big of chunks they pickup
Make depleted areas marked permanently, not necessarily with a sign but perhaps a red X, that is low enough layer that it is under everything. Or perhaps an ability to let the user mark plots(maybe with upgrades to the types, and how many are allowed). Could include with the run over aspect above, with an upgrade to duration
Another nice ability would be to be able to remove buffs(buttons 1-5?), or at least replace buffs with newer versions when they don't stack(when you get a second free shoot, the first one is now just wasting space, for example.)
When firing is free, should auto fire, or at least be able to hold down the space. Would also be nice if you had a button that only shot for free fire, since I always miss the last couple free shots for fear of shooting one that isn't free
removing buffs, did'nt think to that..hm idea-boxed