Yes, please add a skip animation, or at least fast forward button... as it is right now, solving the puzzles take less time than waiting for the animations to end.
The 30 play levels are good. the Challenges are just a pain, not because they are actually difficult, but because moving the pieces is annoying and if you want to get the best moves, you have to keep spamming undo when it moves the wrong way or move very slowly and carefully. Getting the best time is even worse because you got to move things fast and the rotate movement is especially weird.
I have tried 5 movement systems during development. The one adapted is the least evil I tell you. If you can point to me a better system please do. To my knowledge, rotation is awkward in all 3D applications not just Torvi Cube. I did the best I can. Best time requires physical dexterity on top of an economical sol'n. It is doable, but takes some practice. Thanks for the great feedback.
the trick is to realise your mercenaries are useless. just buy the upgrades for yourself in both xp and silver. only when you max out yourself then buy mercs. and always save at least 70 chakra for the boss so u can super slash him the moment he appears. i got through all 3 modes like this.
I won nightmare without using shadow clones and by delaying every map until i ran out of clicks. Get brute first (hes fodder!) then get samurai atk spd and dmg, then get the other 2 mercs. Just save your chakra for the daimyo, the super slash will bring it to near death.
The touhou project hint misled me, I actually tried to dodge everything without phase shifting >_< Succeeded, but died a lot lol. Phase shifting belongs to a different bullet hell game
good concept but the bug with the top paddle is just fail. The AI keeps trying to shoot the ball to the top right corner where your paddle cannot go, and thus it keeps getting points unfairly that way.
completed everything without much difficulty. this game is a good merge of great td elements (seeing bits of gemcraft and cursed treasure among many others). But there are quite a few bugs (mostly to do with talent and ability points). Also the XP system is kinda silly when you have enemies with Resolute (temporary invulnerability), I leveled up a tower to 10+ just by having it spam attacks on invulnerable enemies for XP.
I have tried 5 movement systems during development. The one adapted is the least evil I tell you. If you can point to me a better system please do. To my knowledge, rotation is awkward in all 3D applications not just Torvi Cube. I did the best I can. Best time requires physical dexterity on top of an economical sol'n. It is doable, but takes some practice. Thanks for the great feedback.