Very nice variety of enemies and weapons. Wish there was a money/upgrade system, instead of just being awarded weapons every few levels. Other than that, a lot of fun!
The secret to combos isn't going for blocks at the bottom. It's learning to look for combos, and learning to recognize the patterns that produce combos from the holy bomb skill. The board is much bigger than puzzle quest, so you can find combos most turns.
It's a fundamental problem when the only strategy is "charge the base and keep invincible up." You should be able to beat each level with a real strategy, not something so cheap that players would put the game down if the enemy ever did it.
Nice game, good improvements over the first. But could really use different weapons, and selecting which moves to level up. Feels like a good SNES game, which is fun, but it could be more.
Needs to display a lot more info. All enemies should have mouseover stats for resistances, HP, attack, etc. Your units should display range and attack rate, elemental attacks, etc. All units and spells should have mouseover info in battle and on the arrange screen once they're in your team.
Large ships need some benefit to compensate for not being able to dodge. Like an automatic boost to gun power or fire rate, armor that reduces enemy shot power by 1 so they ignore small shots, something like that. As is there's no reason to make a large ship.
Needs something more. Something to spend resources on, or different levels of training (easy medium hard). Also, the $15 feed is a rip off, it costs only $5 to raise energy that much with the $1 feed.
Great art. But the puzzles are all really simple. The flying guy just helps the bouncing guy get places. Does the bouncing guy have any skills? Is there anything the flying guy needs help with? Nice art but the play is too simple.
Thanks:D