There should be a less clumsy way of selecting another character. Going into Tactics, clicking Switch, clicking the character you want - that's three steps, which is two too many. You could make it so the characters themselves are clickable, or the tiny heads at the left of the status bars could be used to change move order. Make it two separate fields for clicking - the bars call up the status, but clicking the heads would switch current character.
That nexus whirl animation is so resource intensive, as is the deck build screen... My computer is not that weak, but I experience significant slowdown in those screens, not just in battle, especially if I don't set the quality to 'low'. Maybe you could spend some effort making the game a little less resource-intensive?
After I polymorphed a quest boss into a sheep, I attacked him, and the knight that was supposed to protect me from 3 attacks failed to do so! Only when fighting regular enemies did he finally protect me. Is this intentional?
The basic game design is good and the sprite graphics are very nice, but there is no challenge to this game at all. I don't need to exercise my brain to defeat these enemies, which makes it not much of a 'tactical game' in my opinion. First, the enemies need to be much tougher, and probably more numerous. The units need to be balanced - I shouldn't be able to curbstomp everything with mages. There need to be reasons to use different units - damage resistances or ability to travel different terrain - you should be able to come up with something. Being able to attack a blank space with a mage without moving must be possible, and walking past your own units should be possible. To make a long story short, the combat needs to be a whole lot more complex, enough so that the player has to at least think about how to approach a level in order to beat it perfectly.
So, I just downloaded the soundtrack, and went straight for that mournful tune that plays when you lose a level... only, it wasn't there :(
In its own way, it's just as awesome as the victory fanfare, so why isn't it part of the soundtrack? ;_;
I like how you can fully customize your characters, including appearance and name. Makes the game a lot more fun!
As far as combat mechanics go, the degree to which targeting logic is customizable is quite helpful in some circumstances. However, it's not clear sometimes what takes precedent. Some example scenarios for complex cases where you might want to use certain settings might be useful. Also, I'd like to be able to make better use of knights as dedicated armor breakers. It would be useful if there was a button that makes knights hit the monster with the most armor and only go back to regular targeting once no monsters with any armor are in range. I tried the 'effect optimizer' button, but it seems armor breaking is not included in that.
Other than that, good work! I'm really enjoying this game!
Wizard is pretty powerful if you pile on the spirit in your equips, with speed as a secondary focus. Fireball is your main way to deal damage, with distraction spells like Sleep and Fear to keep the enemies busy while your other spells cycle. At the end, I had 2x Fireball, Fear, Sleep and Heal as my loadout, though between Fear and Sleep there is hardly any need to be at risk of taking hits at all.
What would make this game even better / more fun would be some kind of purpose of the dungeon crawls, something to work towards over the course of multiple expeditions.
The x2 bonus from the Community building doesn't work right. When I added it to a value 1 House, it became 3; when I added it to a value 3 House, it became 5. Only with Apartments does it seem to work correctly.
It's a bit annoying how school squares can't be turned back into housing or anything else. At some point there are so many of them that you really don't need them all.
It would be nice if the popups that tell you you unlocked a new snake also told you what the requirements were. It's annoying that you can only read the requirements before they are fulfilled.
When I save the game, I'd like to see the stats on the panel change before it fades out, so I'm able to tell whether the save was overwritten with a newer version or not, instead of having to go to the save screen a second time to check.
There seems to be a problem with getting enough abberant matter, once you upgrade the vibration reduction. How do you cause enough vibration to open those things?
It would be nice to have an upgrade that increases jump height. Or have a consumable that creates an updraft like from the items you're supposed to collect. Even once you upgrade your drill and cooling enough that you can move much more freely and quickly, being able to jump only two squares high can still be restrictive occasionally. You can dig upwards semi-infinitely, yes, but what if there's nothing to latch onto?
I agree.