I think your impact load calculations need some work. There is no reason a wood box falling from four feet should snap a catenary bridge with steel gridwork RESTING ON SOLID GROUND like a biscotti.
Kind of a waste how the machine gun, sniper cannon, and shield gun were the only things that were useful at ALL. Plus or minus a damage buffer. Lost Campaigns had a way better arsenal, so kudos for the improvement on that one.
Ugh. Veradux needs a WAY higher priority component on his Re-Energize. I've had him clicked onto full defensive and he's still shooting lightning on non-healing turns instead of giving himself a buff for longevity.
I love the music so freaking much. Whoever handled that part of the game deserves to be hired by an A-list developer. It's not just high sound quality -- it's got that melodic, memorable quality that sticks with you and makes you hum it long afterward. A lot of games just haven't had that since the 32-bit era, and it's a relief to see it isn't gone.
Oh, and it's not a Pokemon ripoff so much as a Monster's Den ripoff. If you're going to accuse a game of cheap uncreativeness, reference the right game :P
My preferred team was two armadillos and a phoenix up front, and two foxbats and a dragon (purple) in back. That's 2 Brute and 4 Fire for spell stacking. Power increase spell makes the foxbats and armadillos put out positively ludicrous damage, and the phoenix draws fire while countering for a ton. Dragon is ready as secondary tank once the phoenix dies/runs low. If desired, the fire AOE packs a wallop with four Fire dudes powering it.
LOL. I was wondering why the last challenge's music sounded familiar -- when I beat it...just perfect. Great game, I was honestly skeptical how the puzzles could've actually improved after Shift 3, but they did. Well done.
also, level 25 is bugged -- the one where you use four balls in the stairstepped pedestals to light the path along the ceiling. About half the time the light on the far right of the upper path doesn't light high enough to be able to go through the door.
I want to like it...but you need to work on how the dude goes down ramps. Instead of actually walking down them, he half-walks-half-falls. Which makes some rather crucial jumps a 50/50 crapshoot on whether or not he'll actually jump.
Do yourself a huge favor and don't bother going for the Impossible badge until you do all 78 achievements and get the gold bullets. The extra muscle and faster fire are exactly what you need to manage long dearths of powerups while being mobbed by giga cells and ghosts without being hit later on.
Very fun. Please fix it so that turning off the control reminders for rockets and hanglider will actually turn them off though -- it's a minor thing, but it got annoying. great job otherwise :)