This was ok, but once I had a fort I could hide inside until all the monsters went away, then run out and fix the balloon. Didn't need to buy any upgrades.
My magic gun, which can one shot a whole bunch of bad guys, recharges faster than they can cross the screen. Didn't really need the sword. Also hit a bug on lever 2, I've killed the same bunch of baddies several times, now they've given up appearing and I can't progress.
The end was quite funny, but the game was a bit frustrating as the little robber didn't want to jump half the time. Discovered that the red button on the main menu takes you back to a checkpoint inside the game, so you don't have to start over if you die
Level 10 was fine, you have to carve out an area quick before you get swamped. I can do lv 13. I just don't have fine enough control of my little guys to do what I need. Its the first level where building a massive gang and charging in doesn't work.
My strategy of burying my king behind two rows of pawns seems very strong, but the AI has never yet put together any kind of attack. Maybe because it always sticks its king out in the open and I have all my pawns out the way so my big peices can get him!
In fairness, having played two more games, the game did detect checkmate twice, so it is sometimes working. how to work the bombs, though, escapes me. An enemy kinght landed on my bomb, but I couldn't make it explode.
Apart from the lock up on check mate, the biggest problem is a balance issue. The board is bigger than standard chess, making knights and pawns almost pointless. In addition, I can choose my set up, meaning I can grab long diagonals for my bishops, and files for my rooks and queen without needing to develop any pawns or knights. Indestructable walls I can bury my king behind means no need to develop so I can castle.
LightninZtruck, build your towers on the left for the first wave. As soon as you've defeated the last monster, pick up your towers and move them to the right side. Keep moving them back and forth for each wave.
Nice game. Improvements would be a boss HP bar and either increased HP regen or a HP bonus at end of wave. Otherwise the poor girl is reduced to running in circles round the last monster waiting for HP to come back.
Haven't seen this in the comments: if you are number one in the book of mages, go bother the mysterious hermit in the bar. Keep asking who you should fight, and *stuff happens*
The key to survival is spells that last all combat. The ranger is good - there's a spell that gives poison resist. Warror has damage buffs, and execute. Conjuror summons extra monsters. Cleric is a must for healing / emergency revive. A good trick is to kill all but one enemy, blind it with devine light, then rest until you have full power before finishing it off. Health regen items should be a priority.