One thing about this drives me absolutely up the wall. Not only can you not repeat a word, but forgetting you already used a word that game wipes your multiplier. Submitting a nonword wiping your multiplier is fine. Remembering whether you already played JAWS this game or last isn't a task I care to do.
The physics are weird, probably a result of the programming you used. Two things I noticed in particular - I was able to run off the screen and fall on the first level, which doesn't seem like it should be possible (maybe add a barrier just off the edge of the screen.) Also, sometimes my horn gets stuck on a block and prevents me from jumping until I back up first. Perhaps the horn could be a separate part that doesn't check collisions? Fixing those two would go a ways towards making the game more intuitive.
Sebastian, for me the last level fell into place when I turned off corpse stay and replaced the piercing shots perk with the powerup magnet. I used AK-47 as my standard run and gun weapon, beep grenades (these get you out of so much crap), vulcan cannon to swap to for when I had Shield or otherwise didn't need to kite for awhile, fast shot, powerup magnet, and assault master. The magnet let me pull stuff like nukes and ability refreshes out of groups without getting hit by them.
It would be nice if the tutorial said how many pieces have to be in contact with each other (3, that was easy enough to figure out) and what the level up meter is based on - moves made, number of pieces blown up, or what? I'm not sure what I should be trying to do to get the board clearer as levels progress.
Oak Zeus or whatever it's called (the +10% power item) seemingly multiplies my damage by 11 instead of 1.1. This is on the int guy using a normal attack with his buddies summoned.
Can we please just get a "skip animations" option? I like the GAME, just not the business of tapping my foot. A lot of time on defense I see my next 3 moves ahead of time, and I'd love to position my pieces, hit resolve turn, position pieces hit resolve turn... instead of position my pieces, watch the animation, wait, ok finally I get to take my next turn.
We do not play games to watch your Flash movie, no matter how hard you worked on it.
I just ran into a 40+ minute stalemate - this should not happen. Somehow everyone needs to get offensive bonuses or defensive penalties as fight duration approaches the retarded.
I like this style of game, but the combat is too easy - for one, the "L" special move is overpowered and needs to carry a vulnerability window at its end.
This is basically a roguelike game with all the tactics taken out. It suffers from the old Final Fantasy games' problem that heals are too good and other magic is just not worth it.
There are a few too many levels. I'd also like to see some reason not to try and ditch all your low cards and save up for one big oomph. Maybe have the score work off of total number of cards owned per turn somehow?
I fixed the first problem. I am still trying to fix the second problem.