Got 40 seconds and into the falling shapes stuff which I thought made it pointlessly challenging. The slinky passed right over my cursor and so I'm giving it up.
The tower descriptions suggest that they provide each other with special effects if they're adjacent to each other but I didn't see any evidence of that.
In lunar lander-type games it's helpful to know exactly where the collision is going to occur. When you have fuel pads that are isometric, it makes landing softly difficult. (Where exactly is the surface?) Also, the collision on the terrain seems spotty. Instructions, like "go around", seemed unnecessary...either I should figure out that I need to go around or not...but the sign didn't help. Go around what, exactly?
Easy is really the best setting. I wish it didn't end at 80 (or thereabouts). I was just starting to like my setup. Good game...ripe for expansion and additional complexity.
Loved it as much as the first one. I don't think enough people are exploring this kind of classic approach to RPGs. It was fun through and through (if maybe a bit too easy). I played the Warder class primarily and Dedwynde claims it's gimped but I could kite all the hardest mobs. Very fun. Thought maybe the travel was a bit tedious at times...that's my only criticism.
Great design and fun gameplay but the levels could use some more development. It's a great basis for additional complications, too...more styles of terrain, greater puzzles, and so on.