Sadly, can't get past 94% loading. Seems like people find this game pretty good... I'll try again some time, but if it's a game specific problem you might want to have a look at it.
Survival's not too hard - if you spend most of your time searching for food you get more water than you lose resting. If you actually progressed by traveling, this would be pretty solid.
This could be pretty fun - the first few games I enjoyed smashing enemy faces quite a bit. However, the incredibly crappy AI ruins the experience - no matter how good the strategy, it's not going to work if my units just can't do what I tell them to.
Chaotic again - It is a very powerful stat, but I don't see why that's a problem. I'll take a Earthshaker over a Longsword, because despite the ~40% loss in hits per second and reduced fleeing/casting ability, it has 2.28 times the damage and +crit. If I'm a paladin, that means I initiate most combats with an average 20.5 damage strike. Of course, that's not the only example, but that's simply a direct rebuttal. A more overlying difficulty with changing the mechanic is simply the fact that it messes with a more inner working of the game, rather than simply editing a single number. Additionally, the balance of the game would be significantly and possibly overly effected, as it would weaken every class and also have a significantly greater effect on wizard and ranger. You'd need to test and re-balance, while avoiding making any badge too hard or too easy. All this in a difficulty-balanced game is questionable - accepting speed as a powerful stat seems easier.
Chaotic - is there a reason you'd suggest this? I find that many players (including myself, for a majority of runs) don't keep track of the exact time between turns, and figuring out my exact positioning for pugilist or my running path for kiting would be more difficult if the skills displayed in time. As to simply changing skills to time based, I don't see a pressing need, and it would require Random to mess with the core mechanics as well as quite possibly rebalance the entire spell list. As a side note, I completely agree with Cana - I got the impossible badge in 25 hours total and ~6 hours of focused, while I was at 80 hours by the time I got the hard badge. Of course, I wasn't trying for the hard badge, but still.
I think I would of had a lot more fun if your expansion only increased firepower, instead of making your very squishy allies spread out and promptly die to the shotgun-attacks of enemy bases. You can only bullet-hell dodge a very small amount of attacks - the rest is just trying to take out that target before it's undodgeable attack takes out half your team. It really detracts from the fun when there's attacks you can't really deal with that wipe out what you've been building for most of your run.
Lebronze - Try Act 2 Pugilist, with Fightin' Shoes and possibly I Travel Light instead. If you clear each area quickly, you'll get the badge (I finished with 1040 gold and 137 kills at 37:20). ChaoticBrain - the issue with that (and many proposed changes) is that it would quite possibly unbalance the game. I cleared act 3 with Pacifist Paladin with ~150 enemies left alive, 350 gold, and a time of 19:14 - that was WITH taking my time to kill things in the last few floors, and that'd be 144152 points, without points for kills, and I wasn't even trying.
Not playing this again just for the badge. Kongregate, don't give a game which doesn't record your victory, *and* has a frustrating, punishing and monotonous portion a badge of the day. It just ruins things for anyone who already beat the game.
@ChaoticBrain - While the idea is good, there's a few problems with your proposal. Unfortunately, much of the game difficulty and balance comes from health as an (extremely) limited resource. I certainly wouldn't mind adding some health orb curve based on missing health and monsters fought, but guaranteed health orbs even at critical health would make it much easier. The HOP values could potentially help balance this, but due to the variety of enemies and enemy strength (swarm-types are usually more common early game, but there's the Spiders and Raptors which are mid/mid-late game swarms), which would need to be balanced. You're looking at a lot of playtesting and an overhaul of a system on a game with an impossible badge, making it even more dangerous. It's by no means an impossible task, and I'm sure more of a curved health orb drop rate will manifest, but it might not be practical under current mechanics, balance and circumstances.
@RedeemedWahrior: Here's the scoring formula for Suicide (credit to Zelnaught for finding it): A*% + 20*gold + 200*kills - 12*seconds spent. "A" is 90k for act 1, 100k for act 2, and 110k for act 3, while % is the amount you've explored. Any stage you pass (that is, find the exit and walk down from) gives 100%, while if you die on a stage, you get a % based on how much of the level you've looked at. A further note: There are a lot of friendly people in chat who will tell you stuff like this! Final note: this thing will tell you most statistics in the game: https://docs.google.com/spreadsheets/d/1O_znLiHUeh0O29WtwuWlOxoC0x9KgZ8O_wWg0yyIIp0/edit#gid=89568371
Note to Fenix: Magic resist doesn't help with Xiatol's breath. I accomplished impossible with I Travel Light rather than Thick Skull, allowing me to sell more - not sure exactly how much was luck, but I ended with 1000 gold.
To anyone who dislikes the grinding: The way to get ahead is to play better, not grind. Taking everyone on in a 1-on-1 melee will get you killed immediately, doing a little more than that will get you killed soon anyway. On the other hand, hit-and-runs with all your buffs active, sniping and hiding, and backstab-and-runs, all with a focus on speed, will clear every mode on Suicide. Take it slow, run to keep your buffs up, try to get hit as little as possible over clearing faster, and you'll do fine :) good luck!
Fun game. I think it should auto-sweep everything adjacent to greens, though - that's a basic strategy that doesn't require any thought, but takes the most time out of anything.
@LordBucket: A big part of the game is trying new things, rather than getting more powerful. You say that "As is, we grind for morale..." but if we got +1 damage for 100 kills, wouldn't that just make us grind for damage? This game encourages (with excellent timing) unlocking a new playstyle, playing it a few times, and then using the morale from that to unlock another. Have you tried Fencer Mage? Melee Ranger? Noncombatant Paladin? Persistent, stacking upgrades would destroy game balance (Impossible badge just becomes grind until you can smash through) without enhancing the existing, enormous replay value in trying new things. If you're only willing to try the "best" combination, it's no wonder you're discouraged. If that's the case, I can respect that as a powergamer myself - but I feel that the current set appeals to more.
Tip for people having troubles: Slow down! Not every monster has to be attacked immediately, and running away may be the best option. As a rogue, I dispatching slimes took a couple minutes each, as I had to run up, wait a few turns to see if they'd stumble adjacent to me, then hit them twice. If they didn't within a few turns, I'd run so that I could get away and wait for my stealth to come back up. Taking things slow is the only way to beat the game consistently, especially in later levels, especially with poor luck or weaker/unupgraded characters.
A couple tips - if you leave your melee unit's backs open so people walk behind and backstab, your mages entire chain gets bonus backstab damage. Thus, it's often better to let your tank take an extra couple points of damage (walking behind them causes move fatigue, making the backstab weaker anyway) and then get +50% on a chain with dozens of damage.