I've found that if you immediately move to the hardest area when you create a character you can start a battle and get a counterattack for over 1k damage as well as take over 1k damage granting you the 2 titles for each of those. My character was a dwarf that started at age 10 in case that matters.
Glenn is simply too strong as a leader with Selena as a member, the third can be any of the others and it will always go well. With Selena and Glenn not being able to miss their attacks and glenns infinite super power thanks to Selena (not to mention her healing effects) It's simply impossible to die.
Addendum: I also feel like there should be other "spots" on the ground like a green spot that increases attack rate or a black spot that decreases upgrade cost or increases sellback value.
My only complaint on this is that the range circles need to be fixed. It's pretty frequent that either a unit will start attacking WELL before an enemy has walked into its range or it waits far too long to start attacking.
Should be able to toggle different modes instead of just playing one or the other. Mixing Rapid Fire with Blind or Reverse with Blind or all of the above (Deargodwhy) could prove interesting.
Seriously, if we failed with 4 survivors and traps, what makes you think we're not going to fail when you make us restart the wave with all our traps gone and whatever survivors that died are still dead...
@GoliathAA: I feel the general is, in fact, the tide changer only because he doesn't have a respawn cost, and actually comes back more powerful after he's been killed. In essence you actually want your general to die as often as possible, allowing for as many respawns at 0 respawn cost and as powerful a general as you can get.
A little too short and there seems to be a lot of simple ability to manipulate the physics of each level, Most levels can easily be completed by rolling a green off an edge and switching it with a red at the last second. More metalheads would prevent that.
I feel like making players be a specific character to unlock hats is a little counter-productive. A completionist is going to want to unlock all the hats and while playing as the squirrel they may end up hitting three birds on zone two by accident and not earn the hat. Kind of seems like it would just imbue rage to me.
@Xantaxus Dwarf is easily not the worst, once upgraded his abilities have massive chances to apply the effects and gaining bonus attack power when you consume spells is a godsend, there are several spells in the game that are just not worth using so gaining 5 HP and one attack power on floor one is quite useful.
To save people from having to start over, include a carry over kind of option so people can save a code or something of the like and simply input it come the new update.
Bug: If you purchase or otherwise receive bonus attack power while under the zombie power debuff you'll gain double when the debuff wears off. (I.E. 20 before debuff becomes 10 after debuff, plus one becomes 11 debuff wears off your power becomes 22) + so dev can see.
Serious glitch: If you stay at -0.5 feet across the top of the water, when you reach the very edge AFTER you make contact with the wall, continue holding click and look down, you'll go into the wall and be able to dive safely to any of the bosses. Glitch can be done from the left but is more difficult, yet it yields a 6k to 7.5k foot dive if pulled off. (+ so dev can fix)
Thanks for your concern, best regards