Why does the tutorial make me build a second mine, when at that point in the game I'm running low on wood? The extra building sits there unused for a very long time before I can spare the manpower to use it.
Needs either better instructions or for the instructions to not be penalized. I didn't understand what the puzzle was supposed to be because I didn't realize that "no numbers in the same column" included the invisible column and not just the squares that you can put things in. I figured it out real quick once I turned on hints and wrong answers turned red, but how was I supposed to know while playing the game in what appears to be the intended way?
Level 20 is a fake-out. The penguins mean nothing, the wiggle thing when you click them isn't a puzzle, just pull the iceberg to the left and move on to other, less shit levels.
Really needs a dedicated diagonal jump button. So many deaths from hitting d and w at the same time, but the game registers one of them first and sends me jumping orthogonally.
Improving your weapon is way, way too vital and way too RNG dependent. You can be level 20 in Toxic and the base damage with Staff of Acid will still be basically nothing in later floors, and you can easily go the whole game without getting an upgrade. If you haven't rolled a Scroll of Enchantment on the loot table by the time you get to the last three floors, what are you even supposed to do?
These puzzles are way, way too simple for how much the game brags about its own difficulty. I had zero deaths up until the second to last level, and while that should be an accomplishment to be proud of, the end of the tutorial instead mocks me for it, as though I'm the one doing something wrong by not struggling. This "oh well struggle is important to personal growth yadda yadda" shit is the sort of thing you'd put over a Super Meatboy tier challenge. This is a tiny little lunchtime toy, and it just comes across as arrogant to pretend otherwise.
Does what it sets out to do superlatively. I can't justify a perfect score, because what it sets out to do is unambitious, but I would be very interested to see your future work.
My advice: Play Necromancer. The ability to steal health from enemies, then restore mana in order to cast more leach life spells is fantastic for keeping yourself alive. Base damage is lower than the other casters, but there's a damn good reason for that. If possible, also try to find the rogue book for the Keen Senses ability. Situational awareness is everything.
Another in a long line of games clearly designed for touchscreen that becomes trivial when played on a control system that doesn't smell it's own farts.
If someone wants to use a mute button, they probably don't want to have to gloss over the tutorial, go to the first level, turn the volume off, then actually do the tutorial.
Why is it that flash games don't always have the settings available from the main menu? That isn't acceptable in any other kind of video game.
See, the key to a logic puzzle, is that the solution should be one achieved by logic. Not by randomly clicking about the place. Even when there is a clear pattern to how the objects interact, there's rarely any visible goal.