I don't usually complain about lack of mute button, but it's really annoying that the load screen has a music on/off button, and then the music comes back on when you continue, so there's a mute button that does nothing except trick you into thinking you've muted the game already.
The big issue is that people complain about the elevators just because you have more than 15 floors, because of the inherent travel time of the elevator. They shouldn't complain unless you actually have insufficient elevators, meaning only if an elevator passes them by without them being able enter due to overload, since you don't have Sim Tower style elevator settings to alleviate this kind of wait time.
Kind of wish you had made challenging enemies instead of using the same obnoxious ninja mechanic as Don't Touch My Gems, so they once again become the only relevant enemies, except you have no meteor spell in this game.
I feel like the difficulty is ok, it's just very random, so a fight will go drastically differently from one try to the next because one fight all your status effects will be resisted, or all your opponents' status effects will work, and the next it might be completely different. I'd like to see less resists to alleviate this.
Resists shouldn't be too problematic against lesser enemies. Using riskier skills against harder elites is where it can seem like a flip of a coin (or roll of a dice for old school RPG fans :P)
Still getting the issue where the actual place the needle is hitting is noticeably behind it. Also, Last Flake's bite is MUCH stronger than any other ability.
I didn't mind waiting for days, I didn't mind the token stuff, (aside from the recipes only acquirable through tokens) but I just lost after days of real life time because the RNG decided that I wouldn't be able to sell any items for 5 days straight and all my adventurers failed. I thought the game was a bit of fun until then, but nothing kills a game quite like having it be random enough the game can just kill you for no reason, with no options to get out of it. Also, the fire sale option is a sad joke. "here, have a restart, except no one wants any of the crap you can make with the terrible craftsman we're tossing you, so you cannot possibly come back." Gee, thanks.
I still don't understand what people are complaining about with the boss. My data got deleted from when I beat him before, so I just had to play through again, and I've still only fought him around 8 times total. The only difficulty involved is making sure that you always either have defense up, or are using all the attack gems on the board, so that you only very rarely take any damage at all, and it no longer matters that he does half your health if he gets to attack.
Oh, and the site you're using for your walkthrough is incredibly terrible. Once I've been watching the walkthough for more than about 3 seconds the player glitches out and I can no longer skip around or pause.
I wish the ship could fire faster so when I get frustrated and fire hundreds of shots looking for the magical one pixel area that will win the level, I can do it better.
The only real luck involved in the final battle is whether or not you get enough defense gems to survive his attacks, because they do absurd damage... but it does not matter when you can take 93% less damage from everything with just a 3 of a kind match. Even the final boss goes easy and does not pick 4 or 5 of a kinds unless they fall from the sky for him. The music was really the only other thing that stood out to me.
I almost gave this one more than my traditional 1/5 because the undead mode was slightly not terrible, and then I played the rest of the game and realized I hate these levels even more than any of the previous iterations.
Didn't get anything in the blue room with the safe after I inputted the correct passcode, apparently I need that to proceed, according to your walkthrough. Whee, starting over time!
having some minor pathing would do wonders for this game. It's already really frustrating losing half the time just because the terrain causes my guys to just stand there doing nothing until they starve.
I'm not sure what it is, but something about the view or the controls feels so unnatural to me that I can't go around a single corner in this game without leaving the track.
I know you're trying to be new and different, but there's a reason why every other TD has their fliers run in predictable patterns even though they ignore normal pathing. It's really frustrating losing a cow or 2 on a level that you otherwise completely demolish because some of the UFOs randomly leave or enter from a funky direction and normal turrets don't seem to do anything to them.
I got stuck in a place where I cannot die and there doesn't seem to be a reset button. That's a pretty simple oversight that causes me to be unable to complete the game without starting over.
Resists shouldn't be too problematic against lesser enemies. Using riskier skills against harder elites is where it can seem like a flip of a coin (or roll of a dice for old school RPG fans :P)