One big optimization step you could make is instead of individually drawing each clothing component on each character, use them to dynamically generate a sprite sheet.
Also you mentioned that the SWF gets too bloated to compile and export. Externalize as much of the resources as you can. Games have loading screens during transitions for a reason.
The main difference when increasing the difficulty is that the AI just leaves planets as you attack them. It doesn't really make the game any harder because they don't have time to gain any population -- it just makes it take another several tedious minutes to chase their stupid butts down.
The ascension bonuses need to be reworked; all of them except direct damage and armor pen are negligible (and armor pen is only useful fairly late into things when you can max the skill as well). Upgrade cost increases exponentially, so even at 95% reduction you're never more than a couple very minor levels ahead of where you would have been. Combo and starting resources are utterly useless because they'll become entirely obsolete within the first few minutes of your rebirth. Also, it would be very nice to be able to shift-click the +/- buttons.
Please don't reset the stage quality. It's very annoying to people on lower-end systems who set it to Low for performance when you keep kicking it back to High at the start of every launch.
Also I don't know if it's frame lag or if you timed it improperly, but in the Lost Levels with the pipes, the middle pipe is the only one that's possible to descend to quickly enough.
The puzzles were way, way too trivial. There was almost never more than the one obnoxiously obvious way arranging the parts would even begin to make sense.
I'm...not sure why this game has the "funny" tag. Also the "good/average/warning" indicator in the top right seems completely arbitrary and doesn't appear to have much to do with what's actually going on with the board.
Picma Squared > Games I > #25 seems...off. Really off. Unless they finally did make Chrono Break, and it involved Lucca turning into a bloodstained gender-swapped serial killer named Lucas o_0
One really nice thing to do would be to hide the UI when near the bottom of the screen. So many of the bosses drift right down to the bottom inch of the screen that you have to run around behind the money counter and special gauge panels, and it's impossible to see what's going on.
This might be the first MMO on this site I've rated higher than a 2. Thank you so, so much for not making this pay-to-win garbage with artificial and asphyxiating progress limits.
Okay, two things. First, a third of the game is not premium content -- if this is a demo, just say it's a demo and we'll be okay with that. Second, You might want to consider changing the monster-power-7 reward to a talent point instead of a level, or at least track those levels separately from natural levels. As is, XP scaling encourages players to never actually pick up those rewards because they're worth WAY more if you gain levels naturally and use the rewards to skip late grindy levels -- and unlike literally every other decision in the game, it's not reversible.
Much better optimized than the last game, and the bosses were much more interesting. There are a few really sketchy collisions though -- the yeti's punch shockwaves were much bigger than they looked. Also, the hitbox being at your feet is really unintuitive, as most bullet hells put it at center of mass.
Bug: in combat, pressing the spell button consumes MP immediately, even if you already have a spell queued. Low framerate might force a player to hit the button multiple times lest the input get frameskipped, and then they waste tons of MP expecting it to work like it does out of combat.
Thunder's regular attack is borderline useless. Like, the specials are good, mainly because they actually go where you tell them to, but even with maxed precision the regular attack is just...ugh.
Lightning requires a lot of attention and investment. the work around here is to take advantage of the goblins calling lucrea a W, as her rage mode gives a free true strike. you also need motormouth skill to control more of the RNG. I also suggest aftershock and stun/dmg seeds. stunned enemies get extra damage and each point on stun ads .1 to damage multiplier
new version uploaded. added more seconds to guess in that level.