Pro Tip: For those of us without Facebook or Google+, you can still get 4 free crystals just by clicking on the in-game links. You don't actually have to submit stuff on the website(s) for the points to register! If you *can*, though, do it; this is a great game worthy of high praise!
General tips: Archers are *very* good, especially in large numbers. A combination of archers plus mages (for their slow) and melees (to force enemies to stop and fight, while they're hit by archers) wins most levels. If you need AOE, go with the warrior AoE, not the archer one. Focus the archers on single target damage. The final upgrade of mages doesn't seem worth it; it's expensive just to get a "free" melee unit. Just upgrade mages for chain-slowing-lightning and dump the rest into archers! :D
One of the best tower defense games I've played. *BETTER* than Kingdom Rush, by a large margin, if you ask me. Would *love* to see an expansion pack and/or a sequel! 5 stars!
Finally, on one last note, I personally don't like/agree with the "base magics are best for proc damage and advanced magics are best for aoe/defense" approach. It's confusing and, frankly, maybe a bit out of sync with the "basic" hook of the game--which is to have players keep coming back for more, to get just a little bit stronger, as they work towards becoming unstoppable. I think keep things simple and taking a "choose your favorite magic, keep leveling it up and watch it become incredible" approach would be a bit more appropriate... without also trying to add the somewhat-confusing "advanced magics are actually worse for damage" (which is not at-all intuitive) thing on top of it. Regardless, though, keep up the good work! :)
Just to be clear: You actually can't "just average" for the advanced spells, with how I suggested things. For example, if you have 20 Fire and 10 Thunder, that would be 20+10/2 = 15 Thunder which means it's less than Fire which means it doesn't get cast. That doesn't really work. What you'd actually need to do is come up with some convoluted math, I think, which wouldn't be all that clear to the player. Honestly, the best bet here may be to just get rid of the whole "mixing magics" concept, instead add different "levels" of the base 3 magics and then use the "advanced" magics elsewhere in the game (maybe just turn them into various levels of the base magics?).
If you want to overhaul the magic system, my suggestion would be to tie it into how you already calculate stats. For example, you'd have a Fire, Ice and Thunder stat. Every time you pick up a magic, it would permanently add to the appropriate stat and whichever stat is highest would determine which spell you cast. Also, the higher the stat the more powerful the spell (you could even add different animations/effects as spells "level up," which hooks the player into playing even longer, to unlock the most powerful spells). As far as the combined spells go, you could keep them and just do an average for whether they get cast (i.e. Base 1 + Base 2 divided by 2 = "is it highest?"). It would obviously take longer to "level up" or "strengthen" these spells (because it would take 2-3x as long) so you'd want to factor that into balance, too.
On a similar note, at the end every level, you should make all three base magics available to choose from--just like you do with Attack, Crit and Life, for dead-end rooms. Not only does that add consistency with game mechanics but it fixes a lot of problems with player frustration. Also, there should be a way to "reset" your magic, so that you can choose a new base if you want to (and not have that base combine with what you already have to make something you don't want). This could be as simple as "click your magic in the lower right to remove it" (which would be consistent with using your Soul). Again, though, this would need to be explained somewhere (much like the Soul thing should be... I went like 18 levels before I accidentally figured out I could use it).
Kinto, sorry for not being more constructive on the magic system. You're doing a *fantastic* job, for what it's worth. As far as magic goes, though, I feel like it fundamentally needs a bit of an overhaul. If you want to keep the "mixing magics creates new magics" approach, however--which is fine--you just need to be more clear about it. If I have Fire and I want Lightning, it confuses me when I go to pick up Lightning and I get Explosion (because it feels like a bug). The easiest solution is to just add an in-game help file (hit "H" key for help) that explains things. In addition, explaining what magics do via the mouseover tip would be a *big* help (including what they combine with to make new magics!).
Tactician87, the magic system is working as "intended." There are 3 base spells (fire, ice, thunder) and they combine to form more "advanced" spells (fire + thunder = explosion, fire + ice = poison, I think, ice + thunder is gem, if I'm not mistaken). If you get one of each base, you get Chaos. The problem, if it's not obvious, is that you can't "reset" your magic. If you have Fire and want to get Ice, you can't just change to Ice... you need to combine Fire with something and then wait for Ice to be available again, later, so you can change that more "advanced" spell out for Ice. Honestly, it's a bit silly and not at-all intuitive. There's no need for it to be so convoluted.
If you say something like "Honestly, it's a bit silly and not at-all intuitive. There's no need for it to be so convoluted." Then at least leave a suggestion to how to change it to make it better.
blocknoob, that's just how the magic system works. There are 3 "base" elements (fire, ice, lightning) that combine into a bunch of other stuff. One of each = Chaos. I forget what all the base + base combos are. Regardless, just get Fire and *avoid* getting anything else, for now. Fire does the most proc damage and nothing else is really worthwhile, right now, since the change to how procs work (it used to proc a free use of the "charge up" magic... but now it just does flat damage to your target... fire being the best for that).
DO NOT LOAD YOUR SAVES UNTIL THIS UPDATE IS FIXED. I just fell over dead to a normal mob, that looks like it took out 3/4 of my life in one hit, and lost a few hours worth of time on my game. I'm sorry but screwing around with (dramatically) increasing mob damage instead of fixing a blatantly-broken stat like Crit just makes no sense to me. I hope this damage problem gets sorted out because, as things stand now, the fun has sort of been sucked out of the game (at least for me). And, yes, I loaded up after the "hotfix" that supposedly addressed the problem and, no, my gear wasn't outdated nor was my Armor or Life low (I was running a roughly 5:2 ratio of Attack to Health).
BUG: Spirit Collector pushed me through the bottom wall... leading to a black screen/forced restart... which means I just lost my Green Armor. Siiiiiigh. Please fix this bug! :(
Sorry, I actually "crit" for less than 250. I might as well have a 20% chance to miss my target, right now, because that's essentially what this "bonus" is giving me. :(
PLEASE change how Crit works. I currently Cleave for ~1600 and Proc (with Lightning) for ~1900. When I "Crit," however, I hit for less than *300.* This is very, very silly. I'd kept my Crit % as low as possible (3%) for ~25 levels but my new items have me up to nearly 20% now... which means I'm taking an *enormous* damage loss, every time I'm "lucky" enough to get a Crit. Stacking + Critical (damage) is not the solution here... that boat has sailed and, even if I did start stacking Crit like crazy, it would *still* be a damage loss over just stacking normal damage. I'm *sure* that a "pure crit build" from level 1 probably works fine but, for everyone else (99% of players), Crit is a *huge* liability at the moment that really, really needs to be looked at.
GREEN SET PIECES HAVE HIDDEN BONUSES. Just got another green piece (Level 16 Superkill's Plate of Evil Worship) 158 Armor, 15 Critical Chance. When I equip it, it *also* gives me +9 Deathtouch. It doesn't look like I get an additional bonus from wearing two pieces, though. Also, my Helmet (listed in last comment) has a hidden bonus of +9 Cleave. Very happy to see this!
Just got a new Green item (Notor's Helm of the Dark Heart) to drop. Honestly, I'm disappointed. This is *not* my idea of "strongest items in the game." Stats are: Level 14 +142 Armor +47 Extra Critical. Not only is this *boring* (no interesting "proc" stats like Deathstrike, Lifesteal, Defend, etc.) but it's *only* "better" in the sense that it has *slightly* more stats than other-color items do. Frankly, I'd much rather have gotten a Red Helm--which tend to have the good stat types--than an ever-so-slightly "better" version of the generic items we see from literally level 1. I decided to wear it anyway, though (giving up a +3 Defend helm), in hopes that the Green Set bonuses are *very* good, despite the seemingly-awful stat itemization.
Level 1 boots still seem to be dropping at high levels (just got a drop from normal mob at level 25). Loving the updates, though. Keep up the great work! You've hit on something great, I think... so many people just keep coming back to this game (myself included)!
Yajin I really like you suggestion, Could you send me an e-mail to kintogames@gmail.com with your final magic revamp solution?