On a strategic note, if Stun is too powerful to be used in the most important fights, perhaps you need to rethink how you've included it in the game. If I can't use it in a boss fight, I'd much rather have some other skill instead that I *can* use.
I know you might think it's worth a chuckle when you put it in, but labeling an enemy 'Fat Elf GF' is needlessly boorish and misogynistic (especially since she's normal-sized). Remember kids will be playing these games too.
As for the critiques on the tutorial being long: it felt kind of like campaign mode to me. Just add two or three more unique challenges at the end, trim the explanatory text and call it a campaign instead of a tutorial. Golden.
I was always the Civilization player who sat back researching, building an infrastructure and handling random events. Kudos for making a fun game with all those aspects and no annoying neighbors who decided to wage war on you for not giving them technology as tribute.
Somewhat disappointed I have to have a twitter and facebook account linked to this game in order to earn the hard badge. I was hoping earning all the other stars would open up an additional bonus level to hit 77, but no. Not the game's fault. 5/5 for the game, 1/5 for Kongregate.
I find all the comments about things being unbalanced amusing, because the card game on which this is based is notorious for having very little balance. It just isn't a concern of the developers as long as they're selling product.
Ok, I've hit level 9, still mostly enjoying this game, but I have to report: the AI settings don't fix the Fear issues. My unit keeps casting it instead of attacking, which is super annoying, because she's my only three-star and has better fighter stats than any of my other characters. When her ability procs in a fight where I'm significantly outnumbered, it basically reads: Skip your turn. Maybe have the ability deal damage as well? Fearing an enemy with 3 troops instead of killing it is a significant feel-bad.
Giving fear to a unit with like three troops left instead of just killing it is another pet peeve of mine. And unlike most, I actually kind of enjoy the army-building in this game, and am glad the whole resource storage aspect is mostly irrelevant.
I feel it's really weaksauce to say 'At level nine, you can muck with the AI' instead of just not having terrible AI. If all it takes is to twist a few behavior knobs, twist them for everyone! I hate losing battles because my units all attack the guy I just gave fear to, or because my charger decides to attack a single guy instead of the triple-hit he has lined up.
I would like both hiding in my shell and turning around to be keyboard accessible so that I can play this game with one hand one the mouse and one on the keyboard without awkwardly trying to hit a button in the upper right.
One thing I think this game deserves a lot of credit for is making a flash game that puts an absolute butt-ton of things onto the screen in complex movement patterns with minimal slowdown. Making this game run as smooth as it does took some work.
I'd like to fail challenges and be given the option to restart as soon as I've failed them. For example, after I've taken my first damage in the take no damage challenge.
Heh, as soon as I read Coolkid1's comment about the negative ten block, I had to go back and do that. If you add achievements, solving a puzzle with a -10 should be one.
It's both to this game's betterment and its detriment that there are multiple solutions to many of the puzzles. The good thing is this allows for unique, creative solutions and presents a nominally low stress environment to solving because it is more difficult to tangle a puzzle into unsolvability. The downside, for people whose brains work like mine, is because there are so many solutions, it's more difficult to pick out what the keys to each puzzle are at the beginning. I can't write as many pathways off as 'clearly wrong' and because of that, suffer a bit of an information overload at the start if each puzzle. Its open ended structure leads me to attempt to process too much of it at once. But that's just how my brain works, and it's interesting to see a simple yet emergently complex puzzle game that leans that direction.
Wow! Great comment! Since often the first few moves are experimental it can feel a bit bewildering if trying to plan ahead/identify patterns - I think this is especially true of the earliest levels. When the difficulty ramps up there are lot more wrong paths that are quickly reached, so the game play does change slightly as you go along. Thanks MaddAddams!
The second badge requires level 50. Things don't get really tough until later. :)