I wish you made it so that weapons increase your skill past 10.0. Inventory management of the characters with 10.0 skills gets irritating, because you cannot see if they are maxed out with/without the weapon unless you unequip it.
More comments: It would be nice to know the descriptions and mana costs of skills prior to selecting them, and the mana cost of skills in the skills menu. Also, it'd be nice to have a load button or return to main menu button. Finally, the game doesn't appear to save your sound preferences.
Couple comments: Where's the load button? Combat speed could be a little faster (or adjustable). Why can't I see the achievements I've earned? Why is the slime pet feeding mini-game a "black box"? Also, Kong API integration would be nice.
"We need your 5's and to increase the rating to make a sequel more likely" - Hero
No offense, but sponsors don't have unlimited funding, and the money Dev A takes is probably cutting out Dev B. That said, I don't think the promise of a sequel should be factored into the rating for any game outside of *maybe* chapter/episode based games.
You would think that the number of times i have been poisoned, I'd be freaking immune to it by now. Then again, snakes and scorpions aren't immune to their own venom...so who knows.
The most likely reason there is no save point after the fire guardian is that it would be possible to "trap" yourself on the other side. If someone decided to save over their previous save and could not defeat the saviours in the next fight and had to start over entirely...
Biggest problem is the UI. Echoing everyone else, add a speed up button, add hotkeys, remove the initial wait period for hero spawns...Music is the same as last time. Graphics are a bit better. Voice overs are...laughable, I prefer not having them. Less grind preferred.
I wish I could give this game more than a 5/5. Not in the same league as other flash games. Basically should be compared to full stand-alone indie games. Good job Pseudo.