Darn it, I forgot another one, haha. Make a sell unit button. You're sneaky about making like, twenty waves weak to an element and then making the very last boss absorb the same element. Instead of making us stack up new units to outdamage the other ones, just please allow us to sell the old ones off. Okay, I'm really done now. :p
Oh, and I forgot - please put the skull indicator for an enemy kill next to the damage done instead of replacing it. It's nice to see how much damage the unit is doing, especially with those one-shot overkills.
Excellent game. Some suggestions if I may: Remove xp cap for your protectors so they can fill out the rest of their tree if they are able. Highlight new talents on the skills screen so you can pick them out quickly. Make a recommended equipment button to reduce micromanagement. A sell all button that can be adjusted to sell all items below X total stats would be even better. Explain the color shading on the quest banners better. Include secondary and tertiary element recommendations for quests. Don't allow players to buy talent scrolls for talents that they already have. Find more ways to boost melee units to level the playing field. Don't limit the number of characters the base camp can hold. Fix the bug where by closing out a window it also selects the tile underneath. Again, great effort guys.
Would be a 5/5 game if there weren't so many darn bugs. I hope they revisit this one and clean it up because it's a ton of fun when working as intended.
"And now for something completely different". This game should be shown to those studying game design. The core shooting game is pretty standard aside from a clever control scheme, but look how it ties in with the minimalist presentation and the surreal soundtrack. The whole is definitely greater than the sum of its parts.
Aarg! This game had so much potential. But without the ability to design your own deck, it has little more strategy and all the luck element of the classic card game "War". Also, the AI is nonexistent and plays cards at random, oftentimes wasting turns playing useless cards. With its slick presentation and solid core mechanics, the foundation is there for something much, much better.
I'll be marked down for this I'm sure, but oh well. I have to dissent with the top comments and say that while I liked the concept I didn't enjoy this game. The collision detection is uneven and too many tasks require split-second precision. I dunno, I guess I've been tiring of the "one pixel off and you're dead" genre for some time now.
On the Medium campaign, targeting the territory to the left of the skull guy's main castle, my game keeps hanging - it's happened twice in a row now. Seems to happen on the same turn but can't be sure. It sucked because I was winning both times. :p I won't be playing anymore until some bug fixes are announced.
Crossfire mode for the medium badge is horrible. Too many times collisions happen offscreen that instantly kill you. This game wins the award for looking like it should be lots of fun and failing miserably at it.