I've had it happen twice now, where an enemy got to 0 health as a result of the "lightning storm" skill, and didn't die. They lived on with 0 health, until they were hit again.
I'd also like to voice my support for being able to toggle running on permanently, instead of having to press it again every time you enter a new screen.
Great game though! 5/5 for sure!
It really feels like the difficulty scaling has issues. Your units max out their stats pretty quickly, so you can't do anything as the enemies just keep getting more and more ridiculously difficult.
Hmm.... If the game had to be so short, it should've included some randomness with the enemies, to provide more replay value. Still a fun game, though.
As I play this game more, what It's feeling like is a nice graphical upgrade to the first game, with some new level designs, but without much in the way of attempts to correct some of the fundamental flaws that really held the first one back... It feels more like what I'd expect of a beta, or a work in progress, than what I'd hope for from a polished final product.
When the enemies start healing repeatedly, it doesn't really make the battle any more challenging or interesting, but it certainly does make them a lot more tedious...
Fun for a quick play, but it gets repetitive quick. Some sort of advancement or upgrade system would go a long way to expand the replay value, I think.
So I'm curious... The slingshot thing seems to pull harder the farther you pull it, right up until the edge of my screen. Would a person with a higher resolution (and therefore, farther to pull) have an advantage in this game? Anyone know?
The "score" for each level doesn't really seem to matter much, but it's worth noting that there seems to be a bug (or just a programming oversight) where you can sell towers after the level is complete, but before clicking the continue button, which will inflate your score considerably, by having you finish the level with quite a bit of leftover money.
Fixing the run toggle will be easy, I'll have it up in next update. I'm still working on the AOE indirect kill bug.