That's a great game! I found it to be quite addictive (I even managed to win the v1.1 with all the characters). I wanted to return to this page to give a few remarks and a list of things that could be improved (in my opinion!), and I found there's the v1.3, so I had to give it a try. I did that, and I have even more comments now :—). Hopefully you don't mind a wall of text — I wrote far more than I initially intended.
Comments for v1.1:
- It seems like the best strategy is to form "conga lines" of monsters. You move ever away from them, they follow and you hit them using the magical attacks. Because of that, the magical attacks seem to be much needed in order to win.
- I really liked the differentiation between the weapons. I found them all to be useful in one way or another, except the hammer. Here are some random observations:
- Bow: great for bosses. With a couple of upgrades you can easily kill the dragon face-to-face (you need to make sure that it is hit by most of the arrows).
- Fireball: very good for kiting a mass of monsters, because it shoves you forward when it explodes and you make a head start. Probably an unintended use, but I like it, and it's a good payoff for its randomness.
- Slash: quite nice from the get go. The upgrade that makes it slash backwards is far more useful than any other.
- Hammer: maybe I'm missing something, but it seems to be the essence of uselessness. It has a very short reach, a huge cooldown, and pitiful damage (only 10 or 15, it seems), and an unintuitive swing (I haven't figured out how it works, and with multiple hammers, I can't ever tell how many times will any given monster be hit). I would propose having each hammer go full 360°, improving the damage and cooldown by a lot (it's really for close quarters and you never want to be close to the monsters, so it needs to pay off well), and perhaps adding a knockback or stun effect so that you don't need to pay precious HP for each attack.
- I like the fact that the monsters stop when they hit a wall. It makes the game more manageable and you have more "strategic choice".
- After the dragon comes, perhaps it would be good to show an arrow that would point in his direction. Occasionally, he would get stuck on a wall and I would be searching for him like mad. (Sometimes I even got killed by the swarms before I could find the stuck dragon and kill it!)
- The automatic use of attacks every n-th turn is great. I think it would be cool if the cooldowns were relatively prime. Now they seem to be 2, 4 or 6, and so the pattern of attacks repeats often. Using 2, 3, 5 and 7 would give more variety.
- The "special places" with boss fights and rewards are a nice touch. However, the game is so tight that there is often no time to go there. Furthermore, when the boss' minions appear everywhere around you, you will often lose more HP in the fight than you get back when you take the healing potion as a reward. The boss fights for experience gems seem to be hardly worth it (I guess there should be at least a full level-up). It would also be good if the reward weren't blocked right away by the boss so you could grab it.
- The initial swarm of rats seems to be a bit too large. For the non-magical classes, this swarm seems to be a much more of a problem than the later ones. Moreover I would consider lowering HP of the "thieves" (the next wave); there seems to be a very sharp spike in difficulty (the rats will die with one hit of anything while the thieves need at least 4 or 5) and maybe sending a bit less of them.
- It would be nice to have health bars for the monsters. Especially with the bosses and the later enemies that have a lot of HP, I never know whether I need to kite them some more, or if it would be better to turn around and hit them with the "front attacks" because they're near death.
Some more comments for v1.3 (they're going to be quite negative and I'm sorry for that, but I found it to be a big step back in terms of enjoyment):
- The hordes seem to be way too big. In v1.1, I was able to win with all the characters. In v1.3, I never got even close to winning with any of them. With so many monsters, the game essentially plays itself because most of the time you have only one sensible choice (to run straight away from the monsters). Another effect is that you cannot collect the gems from the monsters you've killed until you make a huge circle with the mass of the monsters on your heels, and often, even when you manage to do it, another wave of monsters comes from a different direction and blocks the access to those gems by literally standing on them. (This also happens with other goodies like potions and chests and it's even more painful with them). The result is that when the orcs come, I'm level 3 (as opposed to 7-8 in v1.1), and sometimes I haven't been able to get even to the level 2, and my un-upgraded abilities are not enough to cope with them.
- Having removed many of the walls that were in v1.1 just adds to the problem. In v1.1 many monters would become stuck on them and you could get a moment of respite when you needed it; the monsters wouldn't also be coming at you from all directions.
- Adding new special places with bosses is nice, but now there seems to be no way to visit them and not die. The treasure chests and combat numbers are solid additions too. Making the movement animation faster is also great.
- The character variations (more/less demage from certain abilities, more/less HP and so on) also seem to be more hindering than helping, especially the fact that the "melee" characters have a -XX% penalty for magical attacks. These characters are already at an disadvantage because the "melee" abilities aren't as good for wiping out large hordes, and now, even if they acquire a magical attack, they will still be weaker with it. I don't think that the characters need to be balanced — in v1.1. some were easier than others and that was OK. All of them need to have a fair shot at winning, though.