I think the real problem with the timed upgrades is the order in which they unlock. Things like "max ammo" should be among the first things you unlock for guns like the M-16, and weapons like the crossbow are pretty poor until you can upgrade damage. The fact that those are two of the last upgrades you unlock for those two weapons, means that there's a lot of waiting around before they become actually useful.
If nothing else, letting people choose the order of their upgrades would add much needed strategy.
@funguy208
Read the card again, it's "Phantom Warrior" an illusion card that's 4/4 for 2 illusion power with the text "Each damage dealt to Phantom Warrior is decreased to one." The only real problem with the text is it should probably be "all damage" instead of "each damage." The card is basically meant to be anti stone-rain, etc. tech because it doesn't die from spells that deal damage, you have to hit it four times in order to kill it.
If there was more of it, and it was harder, it would be great. The last level is kind of easy (yet tedious) though. Since once you kill all the ranged bugs and the giant bug (easy with a grenade launcher on your mech) there are a bunch of choke points where you can hold off any number of the basic enemy with just 2 marines with assault rifles on "defend" (without requiring any ammo). I was in a "I cannot possibly lose this" situation within about 5-6 turns.
On "Very Hard" difficulty, Gustav and I have some truly epic battles. 20 minutes, 33 creatures of his banished, 6 phoenixes in defense, have to deal 200+ damage to win.
I've had very few video game experiences recently that are as pleasurable as the "six phoenix defense"... thank goodness this game has no version of trample.
Could you make it possible to collapse the potions section on screen? Your effective spell range for for enemies north, east, or west of you is 7 squares, but only 5 squares for enemies to the south of you because the potion bar is in the way.
Any chance the inventory system could be changed to a click equip/unequip system from the drag and drop that it currently is? I often have trouble with the existing system, since I'll drag an icon over an empty space and let go and nothing will happen.
If you're having trouble, may I suggest playing as a wizard? I think it's easier than a warrior if you play strategically (i.e. run away a lot). I used 2 fireballs, 1 charm monster, and 1 sleep, and really had no trouble with the final floor.
So how many endings are there? I've found four: Helicopter, Constitution, Cure, and Last Judgement. Is there an ending with with the "Church of the Chosen"? Seems like there should be.
Protip: When starting out, do not spend money, just put it in the bank. There is no more efficient way to get money in this game than compound interest. If you can get $100k in the bank through whatever means, you can basically cruise to $1m just on interest.
I think giving a higher jump or faster running upgrade would fundamentally change the nature of a lot of the puzzles. I would much rather have puzzles be about crate, barrel, and chicken management than about "grinding until you have enough money to jump high enough."
Could it be possible to make health regen go faster once you've cleared the screen? As it stands, it's frequently optimal to just stand around until the rest of your health quadrant fills up, and when your max health gets around 500 this can take some time. Once the screen is clear, there's no downside to "just standing around" so it can be tedious.
Don't worry, I am working for you