Suggestion: I think the "slay" ability have to be tweakened a lot! As it is now (dmg x100 instead of x2) it makes the game like a lottery: if it activates too often, the player complains because the game is too easy; if it is too rare, he complains anyway because he did't get it (especially agains bosses). So, please, reduce it drastically (I think x5 o x10 should be more than enough).
IMPORTANT GAMEPLAY NOTES: A single character should not be able to combo into himself! Once I got Wiegraf I had him do everything, while 2 rogues (3AP) sit behind him doing nothing. This way I demolished all lv5 missions using more than 1 turn only rarely. You should really increase the combo bar consumption speed (-20% time to reset), so the players are forced to use real teamwork to create combos. Also, you should give additional bonus to twin weapons: now the dmg increase is ridiculously low compared to the loss in defense due to the sacrificing the shield. You should give Twin Weapons a bonus AP, a dmg increase or (better but surely harder) more hits (at least +30%, so they deal more damage by increasing the combo counter). As the game is now, a team composed with 1 Shield (defense + dmg) + 2 Rogues (AP), is too strong compared to anything else.
To the developer. 1) The bug with the legion encounter is still there: after the 20th area, when you click OK, nothing happens, and you have to choose something else. 2) You should try to balance bosses. You already nerfed the caster, but some melee bosses are way overpowered (One lv19 guardian can wipe ouy my full lv30 team in 2 AP). 3) Random bosses (portal or red cherst encounter) should not be stronger than the mission boss. I happened to encouter 2 guardians once, and 3 ninja skull another time. Both times I've been wiped out in 1 turn.
Small advice. The furniture (items for the house) inventory is really a pain: too many items and a too small inventory. Can you change it, and make it like the walls inventory (a full screen list of all objects with the amount the player owns)? So we could also see which objects we are still missing and hunt them in the dungeons.
Question: what is the requirement to complete the "win without losing a gladiator" goal? I tried everything (I won without death on my side; I also won without death on both sides), but I still cannot get it.
Also, some basic suggestions for the developer: 1) add progress to all goals; 2) add additional info about feats effects; 3) LOWER EFFECTIVENESS OF BLOCKING!; 4) change the slave market (too expensive/rewarding).
To the developers. Please make the Defenders' missions different from one to another: now they are all the same, and all equally useless (unless whe they reward cupcakes). So please change them so that they reward also salvages required to upgrade weapons and defenders:
Slim is the fastes so he can still reward contraption salvages; the trooper is in the middle, so should reward weapon salvages; and the biker, who take the longest, should reward defender salvages. Please think about it: as it is there is no meaning to complete defenders' missions, and some salvages are really too rare.
For the ones looking for Cupcakes.
I found out that the Trooper gives a Cupcake mission EVERY TIME Slim has an active Cupcake mission. So, when Slim gives you a Cupcake mission, don't immediately complete it, but wait for the Trooper to unlock her mission.
3nd - The Unit Ignore skill is totally unbalanced. There is no way to counter it, so you have to rely on traps and spells. I know that UI waves have lesser hp than the others, but that's not enough. I filled the rainbow level with the most dmg/s trap (holy), then I continuously used Airwall+Oiling+HolyRain (all lv5+), but I couldn’t defeat a UI with 1600hp, even if I easily disposed of the preceding one with lv2 units. Adding Slow and upgrading everything to the max should allow me to defeat at max a UI with around 2500hp, meaning that, in that level, 2500UI is the max you can reach. And note that this forces the player to lock 7 (money, mana & holy traps; Airwall, Slow, Oiling & Holy Rain spells) out of 9 slots (barricade is required), only to deal with a single type of immunity. I think it is a bit too much. So you have to balance them more: you can lower the hps of UI waves more, allow the traps to be upgraded like units, or at least slow the walking and entering speed of UI waves.
The concept of the game is awesome, and the game have a lot of potential. However it also has several flaws that make it frustrating and in some cases even unplayable.
1st - It require too much grinding. Being forced to play the 1st first level 30+ times in a row to upgrade my units enough to be able to defeat the last regenerating wave of the 2nd level is really too much.
2nd - The endless wave is interesting, but, considering the hp increase, I think it should be better to have different difficulty levels (easy 30w; normal 60w; hard 90w; very hard 120w; impossible 150w) with different rewards, than the endless one.
3rd- (next post due to characters limit)
Except those issues, the game (as I said) is awesome.
...Maybe a bit of plot could make it near perfect...
But now sometimes it is quite frustrating.
I'm still at the beginning (stats 200-250), but Spell Resistance is still 10. All other stats increase nicely, except for Spell Resistance. In the past episode, I only needed to be hit by magic attacks, so I tried grinding some mages (only defending until I was almost dead), but still no effect. Does this happen to anyone else?