Too many bugs. Getting stuck in random/corner places and somehow ending up on top of the fireplace are just a few of the mobility issues. Logic issues too with the crowbar not working on the barricaded Dining Room.
How does a thief "sneak" into a "locked" room in the first place without somehow unlocking or finding a way in... which nulls the whole notion of a "locked" room? At least most other games of this type have a slight feasibility by having the protagonist wake up with amnesia or something similar.
I just think immunity/absorbing elements should be either in different color or highlighted or in separate category than mere "Resistances". Too much work? Maybe.
Let's forget the obvious lack of "speed-up" button. How about a friggin auto-progress? Why are we harassed to press "Next Wave" in such a mind-numbingly slow game, essentially enslaved to the computer for hours? How about some achievements that give actual benefits/unlocks certain things? If it's already this slow, how about making the towers smarter and spreading effects(like slow, and poison, and armor-reduce) across multiple enemies, instead of them bashing pointlessly at the same target over and over and over while other enemies just waltz by? Oh, and how about this: Is Bog Tower a poison/splash tower, or a slow/splash tower? Because color selection and tower selection says poison/splash tower, but the tower actually says "slow" and "splash" under Extra when built.
Okay, you put the Arrow Tower as an unlockable/upgradable. Great. But wtf did you make it a SPELL for? And a temporary tower at that. It doesn't reappear in other battles until you use the 210mana spell again. Even with Hard and Epic modes, the game's still mindless idling after upgrading the right units.
If you "can't expect good accuracy with 3-spread etc", then just don't use it. Simple as that. Unless there's some ingame unlockable that requires low or high accuracy, why would you care in the first place? My issue's with the gun points being few and far between, making the beginning excruciatingly slow. Smaller bubble tanks should have lower hp but faster(even more than what it is already), while bigger tanks should have much higher hp/armor, to make the difference more prominent.
I should note that my problem with Lv12 Temperence is while having had the best React skill/spells for both offensive and defensive slots, and activating them at every chance I get. Temperence just outheals my damage and instead pummels my party until Marduk runs out of mp to heal. :S
Curious. Is the beginning supposed to be near-impossibly hard starting with scratch? I keep running into lv12 Temperence that chains Heal for 200-400hp, Splash for party-wide damage 50-190, and Magic Shield to boot so that my spell casters' damage is halved or so. My party consisting of lv9's and a lv10 can't beat the healing and defensive power it has.
The inaccessible treasures at every shopkeeper level are taunting me!(some actually have artifacts, like eyes) That said, some levels have monsters that are trapped, either by walls or by treasure chest/bags. Are these on purpose?
Hmmm... between the last game update that started massive client/server lag, and the last Java/Flash update, I can't play this game anymore on at least one of the computers. Which is strange, since I can play other games just fine, but not this.
Anyone having an issue with the spells not showing their effects properly at times? i.e. Meteor doesn't show the fireballs and/or explosions, and naturally damage is almost never dealt; Blizzard's bluish haze-like stuff doesn't show; Diablo doesn't show up after using the mana(sometimes just simply grayed out even though I haven't casted it yet and still enough upkeep remaining) The time limit sensitive goals are pretty much impossible for me with this issue.
Not saving the on-hand money just makes this game unplayable, nevermind the fact that drop quality doesn't improve in higher/harder areas. I can't be bothered to sit around for hours just to re-earn the money I used to have.
The display effect/delay between clicking and displaying lends to the people's selection/clicking glitches. The game seems to try handling multiple clicks at the same time, later on closes one display, but can't remember to close all that were displayed. I don't particularly like the rotating playing field, but it's such a change from all other turn-based strategy games that I still say 5/5.