"Alright, alright, I had a good time. What do you want, a cookie or something?"
HAHAHA XD Cassie is basically a "family friendly" version of Audrey from HuniePop XD
Hmm, drmy, that might have been what prevented the game maker from making the game more difficult. The only way to feasibly make the game more difficult is by making the groups of colors smaller and having each level be 10+ clicks long. However if you do that, it would increase the chance of the groups jiggling out of place, making the level unpredictable and potentially unsolvable. It was a balance between mechanics and aesthetics. If he could find a way to be the jiggling more predictable he could turn that into a mechanic though to make the game more complex.
Interesting, this game isn't about strafing, it's about jousting :3 Well, except if you use the staff of course. Still poorly polished and laggy though. 4/5
Oookay, the humor... it's as if the characters aren't even trying anymore. Kinda makes me prefer the first Bullet Heaven where there was no story. I've only played the first world though. Does it get better?
There should be a way of making health bars always visible, at least for your heroes so that it'll be easier to see who to heal. I could just use their health in the side bar, but once you've got 4+ heroes it's hard to scroll through them quickly enough.
To those who can't seem to find the new skills, scrolls and equipment, here's a list of them that someone earlier commented: http://www.reddit.com/r/idleraiders/comments/36e2ni/another_02_item_post/ Also, in case the creator missed my suggestion earlier, scrolls that can drop from anywhere, gives a hint to what items a monster can drop, and doubles xp, gold, and drop rate for a small amount of time would be nice. Not everyone would search reddit for games like this. The increase in xp, gold and drop rate is so that even if the player doesn't get the hint, he still might revisit old areas just so he can use the scroll, and might, by chance get the item.
Sorry for the double post, but to clarify what I said, here's an example. A global drop called "Scroll of Bones" With the description: Doubles xp, gold and drops from skeletons for 30 seconds. Some say that these ancient undead hold maddening magic. This would not only hint to the item, but add a more solid reason for players to visit old areas. I mean when something like this drops they might drop by just so that they have the chance to use it.
To the game maker, you'd be getting much less flak if your surprises weren't a 1/5000 chance of happening. Most people won't bother looking up reddit posts for games like this. I'd suggest having an item, perhaps a consumable scroll, that has a decent drop rate, hints towards a possible drop from that monster, and perhaps an increase in drop chance.
To those having problems with healers tanking the raid bosses, giving your warriors more speed skillbooks will help as they will be able to get to the enemies before the healers and archers do. They might bump into each other at the start, but they'll eventually get into formation. The downside to this is that your warriors might die if the healers can't get to them in time, so try to balance out how much faster your warriors are.
The speed scroll has its uses, like charging at a boss that has a ranged AOE attack. Perhaps later on he could add a boss that teleports all over the place? Also, I kinda like that I'm not able to directly control the raiders, makes me feel like some god character who influences the battlefield :3
I would suggest limiting the name changing thing to clicking the name of the raider. It's annoying to try levelling up a raider, accidentally clicking outside the level up button and having the name change thing popping up.
lol Yeah I can see the similarities :P the tsundere type