I found it's possible to place structures on the wrong type of terrain by sliding the cursor off a placeable tile and onto an unplaceable tile and clicking fast enough.
There seems to be a bug with survival mode... I got stuck at wave 28, with no more enemies arriving and no new wave starting. I had to leave (save and quit).
I just got stuck on a ladder and lost the game because it would not let me move in any way. It was triggered either by the adjacent spikes or by an enemy hitting me while I was climbing, and the game wouldn't let me do anything afterwards, so I scrolled down the screen while still clinging to the ladder. Fix, please!
Why, in the name of everything that is holy, can't I get material refills when I load the game up after waiting for my day counter to refill? Either the game never gives you the opportunity to refill stocks, or the game saves before that point. Either way, having to start the first day of the week with depleted material stocks is pretty damn stupid! Fix this!! :(
The last bit where you have to evade the boulder is extremely hostile to the user. The direction changes of the camera, not the path itself, follow no rhyme and reason and seem actually designed to slam the player into the various walls, turning what should be a relatively trivial exercise into a frustrating experience, marring what was otherwise a fairly creative and enjoyable puzzler.
There's a nasty bug where the game suddenly starts making a huge racket (noise) and it only stops when reloading the page. I think it has to do with switching between menus and/or opening/closing the kred dialog.
- Could you make scroll bars instead of the up/down arrow things in the card collection screens? It takes far too long to scroll through, especially since the click delay is too long. 0.3-0.4 seconds delay is forever when you want to rapidly move up and down the card list; that thing needs to scroll as fast as the user can click.
- Please remove the 'no cards can be played at this time' message. It is a bother and largely unnecessary; I think greying all cards out and having clicking on them do nothing during the enemy's turn would be absolutely sufficient.
- Props for adding confirmation dialogues on most options where you can spend or transmute resources; that's a lot more respectful than many game designers are towards us players, especially where micro-transaction currencies are concerned. Maybe you could also add a confirmation box for the potion thing in the upper left corner; I accidentally wasted a potion by clicking on that (though it's not a very big deal).
- Respeccing for 90 CR is a bit ridiculous. I feel that feature should be made available for a modest amount of gold that scales with character level.
More suggestions:
- Let the point-of-collection extender powerup show the actual boundary, rather than just the visual circle effect
- Also, better control over the zoom would be nice. I might want to zoom all the way out without going fast.
Would be better with a 'bestiary' that lets you look at the various formations and what they are called (so it's easier to correlate them with achievements, and possibly a statistics screen that shows you various things such as number of greens collected, number of reds converted, number of each powerup used, and things like that.
Also, having damage numbers displayed when you get hit would be nice. Even when it gets absorbed by shields, I'd like to see how much I get hit for. You could have the damage notifications in two different colors... for example, if you get hit for 1300 damage, and 900 gets absorbed by your shields, have a green 400 and a blue-ish 900 float up together.
Suggestion: make the Armor and Shield bars proportional to the actual amount of armor / shield you have; i.e. if you have 2000 armor and 1000 shield hitpoints, the armor bar should be twice as long as the shield bar.
I'd really like to see mouseovers for many things in this game, for example the status effect icons in battle, or the character's status screen with all the buffs on it. Mouseover on the buffs should produce a description of what it does. With proper use of tooltips, the necessity of having to continually run to the library to see what this thing or that does could be largely avoided.