Tackle/Throw Ball is a terrinle combination of skills on the same button. So often I press tackle, but the player's already tackled and has the ball and I end up immediately throwing it away.
ninjasloth - if you're replaying a level under a game type you've beaten, you only gain whatever you increase your score by, not the full score. So if you get 2,000,000 pts in a level on normal, and then replay it for 2,100,000 points on normal, your xp only goes up by the 100,000. If you replayed it as a time siege and earned 2,100,000, you'd get the full score.
Lucky criticals seem to be the name of the game. Way too many attacks deal a single point of damage and this weird imbalance starts to catch up with you in later levels.
I hate the interface. I've won ten battles and I still don't understand where the resources are coming from. If you pick the wrong buildings to start, you pretty much have to lose a few battles until you can build the right ones. This is just not good game design.
Christopholis... consider that if Power Toss doesn't proc, that means you could very well be eating a 100% hits fleeing move the next turn, which would often finish the deal.
Turagalover - do the math out for Pilebunker + the Soul Crush proc and you'll see only two characters get oneshotted by it: Amaya (who can cancel it with Ninjaport) and Popo (who can dodge it). Every other character, including the low HP MLM can survive it.