Some basic tips for anyone struggling:
-You can use the keyboard (it's in the instructions, but who reads nowadays?)
-You can press down in the air to cancel the jump, this often allows you to keep your combo going where you wouldn't otherwise
-You can chop lamps & bamboos to keep your combo going, this is actually essential for maintaining your combo in one part of the bamboo forest
-You can get 50k pretty much just by grinding cash for shadow cloaks, use a 10x multi powerup as well and it's easy peasy
I would recommend taking a screenshot of the finishing screen of the game, as if it fails to submit correctly there is no way to prove you have completed the game
It's fun, but it lacks depth. There's a strong element of chance in the game, and it only takes one moment of bad luck to finish you off. So when you're playing you rarely feel like you're in control, rather you're just clicking madly until the game decides to finish you off.
The last level is badly designed. Easy part --> annoyingly difficult part --> die --> back to the boringly easy part. If you want to put in tricky parts, it's better to have a restart point near them else it inevitably leads to frustration/boredom.
Other criticisms are that the controls are a bit wooly, if you tap in a direction you merely turn to face that direction, I know you can press and hold to move but this causes problems when you try to move accurately as is required in some levels. Also, a lot of levels had alternative solutions that pretty much destroyed the puzzle. An example of this is the level with the genies, the fat kid and the one that moves blocks. I worked out that you're supposed to use the fat kid to stop the genies from chasing the other kid, but it was easier just to draw off the genies and roll back and forth while the other kid collected the goodies.
Overall it's reasonably well programmed (restarting a level can be a bit buggy, try mashing r you die, the game gets a bit confused), and it looks nice, but I'd still only give it 2.5/5
Most of the levels are pretty straightforward. You can usually trace the solution mentally before you even move a character. Then it's just a load of busywork to implement the solution. This is because all the levels follow a similar sort of pattern, first you find who can move, then find what they can interact with, find something you can do which moves you along the solution and repeat.
The design has some potential, at this point it's not particularly original, but it's the level design that lets the game down. Every level needs to introduce a new concept; I'm not saying you should stuff the game with different characters and enemies. Instead you should use what you have in new and unexpected ways. A good example is the level where you have to make the chargers run into small blocks to control where they charge next.
I put all my points into attack just so that the game would be over quicker. Terrible gameplay, sloppy controls, rubbish customisation and a totally rubbish story.
You can level up ranged attackers super fast by having them attack enemies across a river after luring them there, the enemy AI makes the monster just stand there. This works well with the orcs which don't move very fast.
Alternatively you can just use a couple of healers on one unit and take out the enemies 1 at a time.
Floor 369 as rogue. Your overall power is directly proportional to the product of all your stats, so to maximise your power you should always boost the lowest stat. When buying Items, go for the cheapest ones but try to buy the ones that don't boost your primary stat. Because of the way the bonuses simply add together you get more benefit from boosting stats with lower % bonuses.
At the start of the battle cast Diablo near some unit production houses. Diablo will keep all the enemies in place attacking it so you can cast blizzard + meteor and then resurrect to quickly raise an army.
Not great really, suffers from "adventure game logic". i.e. things have to be done in a specific order for no particular reason, levers have two totally unrelated functions etc. The engine and the graphics are fine but the game sucks.
I do like the diamond adding feature. It encourages creative thinking (especially on the simple levels) and creates a nice adjustable level of difficulty, plus I get a certain degree of satisfaction from creating a wacky enough setup to use all of them. Bravo to you!
The upgrade system is fairly poor, there's little scope for genuine customisation. All the weapons have pretty much the same effect that they simply kill one enemy that you aim at