Gleed makes a good point, but it skips a key issue: inconsistency. Stairs can fill the void, but magic only prevents disappearing once. Second, there's no given reason for some combinations (the grail isn't needed to carry water to the witch, and a shaman can't defeat a demon, while an orc can). This is a great concept, but it needs cleaning.
The game is really enjoyable, but it suffers TREMENDOUSLY from scaling. Enemy health goes, in 1 adventure change, from 40ish to 150, then to 500. My attacks still do 20-50 damage (50 being a charged fireball). I do not want to attack 1 out of 5 enemies 25 times. This does not make for an enjoyable encounter.
It is, unfortunately, a coding error. On any setting, running current Firefox or Chrome setup, Adobe Flash Player eventually says that a script is causing Flash to run slowly and should be aborted. Specific animations in the game are continuing to take space (layering issue?) after they have left the screen. At level 6, the graphic demands eclipsed DVD viewing. At 9, WoW at premium settings. At 11, my computer wouldn't run it until I reloaded the page.
There are a couple of issues; the mage is favored in most situations (AoE--spark, single target--fear + companions + cooldowns). In addition, dex is highly undervalued because of attack tracking; moving more quickly barely makes missiles harder to avoid since you need to change direction as they approach (combined with a low need for increased crit). Overall, beyond the first boss the enemies were lackluster, and those that healed posed a greater threat (out-healing damage from a full-int fully geared pre-heartstone mage) than any mechanic or damage dealer that needed to be avoided. Less of a grind than the first, but unexciting. I think the first was honestly better.
Difficulty is incredibly inverted. At low levels, the game feels impossible and nothing seems to die while you're collapsing. By the end, primarily in preserver, using only a spike and two shields and passive abilities, the 10th challenge can barely scratch you. What?
War with a new twist is neat, but you don't define terms for winning or losing. Level 16: facing a 320 (with no 320+ or pax in my hand) as the opening card: lose the 55 (why not? it's cheap and weak): FAIL level 16. What? I couldn't win the opening round regardless of moves. 2/5 - fix these issues or limit the number of levels. Also, define the terms.
Major issues: There's no game. Shooting is attached to downward movement. There's no enemy. You can continue moving offscreen (no barrier). Graphics... I'm not even going to comment. Come back when there's actually a game.
Why isn't there an ending? Completing and optimizing (which, by the way, the last level only requires 7 movements) all levels doesn't trigger any event. 3/5
No gameplay has been changed from Hunterstory 2. Not even the NAMES of the ABILITIES were changed. Yes, the graphics-change was successful, but you're using the EXACT same engine/compilation/ability set. Very weak. 1/5.
Issues: "bomb" doesn't work (at all) can be purchased (once) and the upgrade screen goes out of whack, can't be used in battle. Stage 6.3 is nigh-impossible for the "the entire screen is covered in bullets/enemies," so survival is nearly impossible with even the best weapon. Add a shield, fix movement bugs, make contact either not hurt you or hurt enemies too, and put in in-battle heals or alter that fight. Good luck!