The graphics and animations are very pretty, but by the third fight or so you just get sick of waiting for the buttons to be clickable on the two-tier nested menu *every turn*. Yes, you can "repeat" but lots of the game involves multi-turn combos (buff first turn, attack 2nd, etc.).
Is there any way we can disable the "Buy Upgrades" confirmation that shows up before *every* mission? Yes, I know I have $317 left, thanks, but it's not like I can afford anything with it >_>
Grinding for xp and gold would be much better if there was any difference whatsoever between the quests, and you had to do more than "Advance until you see enemies, switch to attack until they're all dead, repeat until you win."
Fridge, the whole point of arafelis's stand still tip for earning combo chains is to *avoid* collecting pixels, and thereby keeping the more aggressive enemies from appearing. Upgrading Magnet or point-blank kills would defeat the purpose (although they're still a good idea for the "not moving" trophy).
Once you hit the mid-thirties or so, it actually gets very easy to survive if you kill everything but the Seekers. 30 Seekers are as easy to dodge as one once they all get to the same spot, which they will after you run a few circles around them. At that point it's just a matter of circling the arena killing off the rest of the non-Seekers -- once there's nothing else left, wait for your health to recharge to full before popping a few of them. Any Seekers that spawn might get a lucky hit in as they enter the arena before they join the rest of the pack, but you're free to repeat this indefinitely -- the only limitation is your patience. I used this strategy to level from 35 to 60 (so I could get all the upgrades) before destroying all the Seekers at once just to see what would happen. I died pretty soon after as everything respawned at once, but it was worth it to lag the game from the sheer number of pixels I was gathering at once!
Sadly, I think the previous games were better. Respawning enemies adds an unnecessary level of tedium, and some of the powerups here are basically useless until you get 3 or 4 upgrades to them.
Wow, Matt and Lance are some of the most misogynistic RPG characters I've seen. "We can't let a girl lead the party!" Natalie should let them get their sorry asses handed to them by Akron a couple times until they apologize.
Really great game, but only 4/5 due to the horrific minigame controls. I know the cat is legless, but that doesn't mean I want to use only one hand on the arrow keys to mash attack combos frantically, trying to get the achievement before my hand cramps up :-(
Considering how frequently blind falls are necessary, a maximum number of lives seems pretty cheap. Especially after dying twice to "here's a boss, let's force-scroll the screen down until you can't see where you're standing".
Although I appreciate the idea of a Castle Wars campaign mode, the way it's balanced is reminiscent of Pandemic in terms of "random initial conditions say you lose from the start." I thought the enemy casting Curse turn 1 was bad, and then I had one summon a dragon and kill me turn 1. That's not a thing a player can design their deck around, that's just poor balance at that difficulty.
I enjoyed this, but almost didn't play it. It's fine to talk about your motivations and concepts behind the game, but if the first thing people hear about it is "you wanted to see how big a movieclip you could make" it immediately sounds like a boring, laggy, behemoth-of-a-download. I would highly recommend you lead off your description with the Shadow of the Colossus inspiration, and throw in the "only interesting to other designers" part as an afterthought.
Speed run achievements are broken. I finished a Hard Mode map in 10:30 (started a stopwatch as soon as the map loaded from black) and didn't get credit. As a related aside, please please PLEASE make the Speedup setting a toggle, rather than a narrow button you have to click and hold for the entire stage. At the very least, assign it a hotkey so I can hold Space or Shift or something. Otherwise it simply becomes "hold the mouse down until that button at the other side of the interface lights up for the next wave, then click it and return to holding the mouse down over here as fast as possible", and that's extraordinarily tedious.
On the fourth Easy map, I built my palisade along the east side at the very edge of buildable space. when the enemy troops started coming from there a few waves in, they would march into/through my first layer of walling before they began firing/obeying laws of physics.