The way I see juggling in this game is that it's a traditional TD exploit turned feature. While its manifestation in this game isn't always so elegant, I don't have a problem with its necessity. However, when juggling becomes a precision exercise on a not-so-precise interface, challenges go from difficult to unnecessarily frustrating.
I find it irritating that every turret, given unlimited range, will prioritize the same target, even if these turrets are across the map from each other. It makes shooting down ghosts a pain since all the anti-ghost turrets will fire at the same ghost until it is either dead or out of range.
After you defeat a monster, you get another move whether or not you are already past 70 stress. I got the last blue chest after I should have been kicked from the dungeon because of this.
This is my favourite Pong adaptation. I especially like how the power-ups aren't just niceties, they're the only way to accomplish certain tasks (getting pwner on insane, for example).
I screwed up the first time, found a walk through video, and even knowing exactly what to do, I was not able to reach 100%. Also, the game is kinda dull.
An incredible experimental game that falls a little short of it's full realization. But that's okay, because there need to be more games like this. Great job!