Basic guide to the triumphant weapons:
Party: Money turns to beer money. Slightly stronger sword.
Growth: Each change (tree, otherwise) resets the counter. Strong sword, deterorates without changing the counter.
Craft: All crafted swords become much stronger. Does NOT stack.
Auras: All other swords become stronger
Luck: ???
Venom: toxics enemies (unknown effect)
brute: much, much stronger sword. no other effects.
The garden upgrades are still relatively useless, but far better than they were. That said- knowing what the various triumphant swords do would be useful. (Craft upgrading crafted swords immensely, etc)
As many have suggested: More cards is always the way to go- within reason. If you can manage it- user edited cards, or even user submitted cards with votes (e.g., 'only allow cards with a certain score in your game)... would be brilliant. Difficult, but brilliant. if possible, said score would have to be a function of both votes number and rating, so a 4/5 score from 2k people exceeds a 5/5 from say... 3.
That being said, the game needs a few tweaks. it works- such as it is, but needs more zing. There's an online cards against humanity game already, and apples to apples is more of a family/cross generational game. That said- you need to step it up if this is to succeed!
Just a note: If your computer clock (Timer) is screwed up, so does the timer in this game. (For some reason- some error in the hardware), my computer thinks time passes by about 3x as quickly, and my score went up the same...
I'll be honest- this is the first time (outside of bloons) that I've enjoyed the idea of spending money on a flash game. Your games have always been comprehensive, enjoyable, and fairly balanced (for an rpg, that's amazing- there's usually something incredibly exploitable or stupid!). Your work has brought more than one smile to my face- be it the 'pervert' medals, or the gameplay. Keep it up- and one day, a full console (or pc) game- with an entire team, would be amazing. I've enjoyed your work from when I played brawl royale on newgrounds, to today. Each game continues to bring new depth, or the same enjoyment, as the prior- which is more than most sequels can say. It is amazing you have continued to add depth without over-complicating a system, and without detracting from its enjoyment. Keep up the good work!
The largest issue I came across that has not been mentioned is that the archers are horrendously powerful. I could tank even on hell difficulty, after gaining a few levels, any level as i progressed. The mana regeneration, food regeneration, and food mace (or as I called it, the meatstick), allowed endless spamming of these guys in later levels, so even bosses would fall from sheer numbers of ranged projectiles. It sort of defeats the purpose of a game like this if you can use only one unit. I would suggest perhaps raising their cost, or so forth. (As one person did mention, Hodd the rabit = win the whole game) and it's true.
3/4ths of getting the impossible badge... utter luck. Just happening to have the nearest portal be clear... and have the nearest possible portal BE that portal. With a ridiculously hard game, if you expect to get that impossible badge... expect to do the same level over, and over... and over...
Excellent game, with only a few errors. Fairly balanced (with the exception of some weapons, like the fire starter, overwhelming their other counterparts), but running around gets old. The bestiary needs some tweaking: it only registers 42 monsters, even when you beat bosses, rare monsters (like the bahamut creature, and guitar), this may be a glitch? Mana growth is slow, but so is the scaling for powerful abilities, and mana potions are so powerful, running out of mp is almost impossible. Finally: repetitive music certainly gets old, so if a sequel is made, perhaps 4-5 tracks could be used. Seeing what abilities do in the ap buy screen could be useful too!
This game ceases to be entertaining at high levels, even with new game +. An option to increase the power of monsters with new games would be nice, as, once you hit around level 20-23, especially for early monsters, you can go through even the glaciers, without seeing your limit bar increase to 10%. Perhaps removing the aspect to the limit formula that involves your level would fix this?
I want to add a list of them all somewhere, but as you can see I'm running out of screen room D:<